Open-source release 0.1.0: GPL-3.0, notices, README

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sganggs committed 2026-10-02 15:32:31 +08:00
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@@ -10,6 +10,8 @@ test
logs logs
*.log *.log
docs/img docs/img
# the image needs only the research JSON tables (server/sim/nodeData.js fallback), not the notes
docs/research/*.md
# game art is mounted at runtime or downloaded with --build-arg FETCH_ASSETS=1, never sent from the host # game art is mounted at runtime or downloaded with --build-arg FETCH_ASSETS=1, never sent from the host
public/assets public/assets
# generated from node_modules inside the image # generated from node_modules inside the image
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# syntax=docker/dockerfile:1 # syntax=docker/dockerfile:1
# 卫戍协议:盟约 · production image (server + static client). Docs: docs/DEPLOY.md「Docker」. # 卫戍协议:盟约 · production image (server + static client). Docs: docs/DEPLOY.md「Docker」.
# #
# Game art/audio is © Hypergryph and never part of the repository. Two ways to get it into a container: # Code: GPL-3.0-or-later (LICENSE). Game art/audio is © Hypergryph / Yostar, not covered by the GPL, non-commercial use
# only (NOTICE.md), and never part of the repository. Two ways to get it into a container:
# A) download it while building (~250 MB, needs internet during the build): # A) download it while building (~250 MB, needs internet during the build):
# docker build -t stronghold-protocol --build-arg FETCH_ASSETS=1 . # docker build -t stronghold-protocol --build-arg FETCH_ASSETS=1 .
# B) build without it and mount the host's copy (prepared with `node tools/setup.mjs` on the host): # B) build without it and mount the host's copy (prepared with `node tools/setup.mjs` on the host):
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the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
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# 版权与使用声明(NOTICE)
**卫戍协议:盟约 · Stronghold Protocol** 是《明日方舟》限时玩法「卫戍协议:盟约」的**非官方同人复刻**,与上海鹰角网络科技有限公司(Hypergryph)、Yostar 及其关联方**没有任何关联**,也未获得其授权或认可。
## 1. 代码许可证:GPL-3.0-or-later
Copyright (C) 2026 Stronghold-Protocol contributors
本项目自己编写的源代码与文档文字(`server/`、`shared/`、`public/` 下的 JS / CSS / HTML、`tools/`、`scripts/`、`test/`、`docs/` 等)以 **GNU 通用公共许可证第 3 版或(由你选择)任何更新版本**(GPL-3.0-or-later)发布,全文见 [LICENSE](LICENSE)。你可以在该许可证的条件下使用、修改和再分发这些代码。
例外:
- `tools/local-extract/aklz4.py` 来自 [isHarryh/Ark-Unpacker](https://github.com/isHarryh/Ark-Unpacker),保持 BSD-3-Clause 许可(见 `tools/local-extract/LICENSE-Ark-Unpacker.txt`)。
- 通过 npm 安装的第三方库(PixiJS、pixi-spine、Preact、htm、three.js、ws 等)和字体各自保留原许可证,见 [THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md)。
**附加许可(GPL-3.0 第 7 条)** — Additional permission under GNU GPL version 3 section 7:
> If you modify this Program, or any covered work, by linking or combining it with the Spine Runtimes (as shipped in
> pixi-spine, or a modified version of them), containing parts covered by the terms of the Spine Runtimes License
> Agreement, the licensors of this Program grant you additional permission to convey the resulting work.
> Corresponding Source for a non-source form of such a combination shall include the source code for the parts of
> the Spine Runtimes used as well as that of the covered work.
(大意:允许把本项目与 pixi-spine 中的 Spine Runtimes 组合后再分发;Spine Runtimes 本身仍受其自己的许可证约束。)
## 2. 不属于本项目、不受 GPL 约束的内容
《明日方舟》及「卫戍协议」相关的全部**名称、角色、美术、Spine 模型、界面图、音乐音效、文本与游戏数据**,版权归上海鹰角网络科技有限公司及其授权方(Yostar 等)所有。具体包括:
- Release 完整包中的 `public/assets/**`(含从官方客户端本地提取的 3D 棋盘模型与贴图 `public/assets/local/**`)和 `public/fonts/**`(字体归各自作者);
- 由官方数据表生成的 `data/*.json`,以及含有或派生自游戏数据的 `docs/research/*.json`、`test/fixtures/official-waves.json`、`public/dev/recordings/*.json`;
- `docs/img/` 中的游戏截图;
- `docs/` 中引用的 PRTS、BWIKI、NGA、巴哈姆特等社区页面的文字(仍按其来源的许可,维基文本为 CC BY-NC-SA)。
这些内容**不在 GPL-3.0 授权范围内**,本项目也无权就它们向任何人授予任何权利。
## 3. 仅限非商业用途
- 本项目仅供**学习、研究和个人非商业娱乐**。
- 游戏素材与数据的权利人没有授权本项目或其使用者进行任何商业使用,因此包含或依赖这些素材的一切内容——Release 完整包、架设的服务器、截图、录像与直播等——都**不得用于任何形式的盈利**。包括但不限于:
- 出售或付费分发;
- 收费开服、付费房间或会员;
- 植入广告;
- 与本项目挂钩的打赏、赞助或众筹;
- 打包进任何收费产品或服务。
- 再分发完整包时,请保留本声明、[LICENSE](LICENSE) 和 [THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md),并同样注明非官方、非商业。
- GPL 本身允许商业使用**代码**,上述限制针对的是不属于本项目的游戏素材与数据。
## 4. 权利人通知与删除
如果你是相关权利人,认为本项目的任何内容不妥,请在本仓库提交 Issue(或通过 GitHub 联系仓库所有者),我们会尽快删除相关内容,或下架完整包乃至整个仓库。
## 5. 免责声明
- 本项目按「原样」提供,**不附带任何明示或暗示的担保**(见 LICENSE 第 15、16 条)。
- 使用、架设或公开本项目的风险,包括网络安全、第三方联机工具与服务、当地法律法规,由使用者自行承担。
- 本项目不需要也不会索取任何游戏账号;可选的本地提取只读取你本机已安装的客户端文件。
---
**English summary.** Unofficial, non-commercial fan remake; not affiliated with or endorsed by Hypergryph or Yostar.
The project's own code is GPL-3.0-or-later (with the Spine Runtimes linking permission above). All Arknights names,
art, models, audio and data — including everything under `public/assets/` in the release bundle — are © Hypergryph /
Yostar and their licensors, are **not** covered by the GPL, and may be used for study and personal non-commercial
purposes only: no selling, paid distribution, paid hosting, ads, donations or any other monetisation. Rights holders
can request removal through a GitHub issue and the content will be taken down. No warranty of any kind.
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# 卫戍协议:盟约 · Stronghold Protocol: Covenant # 卫戍协议:盟约 · Stronghold Protocol: Covenant
《明日方舟》季节性自走棋塔防玩法「卫戍协议:盟约」的**同人联机网页复刻**。浏览器即开即玩:独立模拟(单人)与同盟模拟(1–4 人合作,可用 AI 队友补位),局域网 / 公网联机,一台小主机就能开服。 《明日方舟》季节性自走棋塔防玩法「卫戍协议:盟约」的**非官方同人复刻**:浏览器即开即玩,单人或 1–4 人联机合作。
> 非官方同人项目,仅供学习交流,**禁止商用**。游戏素材版权归上海鹰角网络 / Yostar,**不包含在本仓库中**(在你自己的电脑上下载或提取;`docs/img/` 里只有几张说明用的游戏截图)。详见 [致谢与声明](#致谢与声明)。 ![version](https://img.shields.io/badge/version-0.1.0-2ea44f)
> English summary: [below](#english). ![license](https://img.shields.io/badge/code%20license-GPL--3.0--or--later-blue)
![node](https://img.shields.io/badge/node-22%20%7C%2024-339933)
## 声明
> [!IMPORTANT]
> - 本项目是玩家自制的**非官方同人作品**,与上海鹰角网络科技有限公司(Hypergryph)、Yostar 及其关联方**没有任何关系**,未获其授权或认可。
> - 《明日方舟》及「卫戍协议」相关的名称、角色、美术、音乐、音效、文本与数据等素材,版权归原权利人所有。这些素材**不适用**本项目的 GPL-3.0 许可证;GPL 只覆盖本项目自己编写的代码。
> - 仅供学习交流与个人非商业使用。**严禁任何形式的盈利**,包括但不限于:售卖本项目或整合包、付费下载或付费分发、收费服务器或收费代开、广告 / 打赏 / 会员等变现方式,以及其他任何商业用途。
> - 仓库源码不包含游戏的美术与音频素材(只有由官方数据表生成的数据和几张游戏截图,同样不适用 GPL);[Releases](../../releases/latest) 中的整合包为了方便玩家附带了素材,下载即视为同意本声明。请勿将素材用于本项目以外的用途或单独再分发。完整条款见 [NOTICE.md](NOTICE.md)。
> - 权利人如认为本项目侵犯其权益,请通过 Issue 联系,我们会**立即删除**相关内容。
> - 本项目按「现状」提供,**不提供任何担保**,使用风险自负。
English summary: [below](#english).
| 同盟房间 | 策略轮选 | 休整期(商店 / 盟约) | | 同盟房间 | 策略轮选 | 休整期(商店 / 盟约) |
|---|---|---| |---|---|---|
@@ -11,115 +24,168 @@
| **部署方向轮盘** | **作战** | **最终攻势** | | **部署方向轮盘** | **作战** | **最终攻势** |
| ![方向](docs/img/facing-wheel.jpg) | ![作战](docs/img/combat.jpg) | ![最终攻势](docs/img/final-assault.jpg) | | ![方向](docs/img/facing-wheel.jpg) | ![作战](docs/img/combat.jpg) | ![最终攻势](docs/img/final-assault.jpg) |
## 特性 ## 目录
- 完整的一局流程:确认本局信息 → 策略轮选(40 种策略)→ 14 回合(+ 隐秘核心)→ 结算称号。 - [声明](#声明) · [简介](#简介) · [功能一览](#功能一览)
- 4 种难度(标准 / 险境 / 绝境 / 终极),独立与同盟两套参数,数据来自官方表。 - [快速开始](#快速开始):[整合包](#方式一整合包推荐) · [从源码运行](#方式二从源码运行) · [系统要求](#系统要求) · [端口与配置](#端口与配置) · [局域网联机](#和朋友一起玩局域网)
- 112 名可招募干员(+ 精锐)及技能天赋、23 个盟约与层数、特质、装备与法术、机变、10 个敌方领袖、地形装置。 - [联机方式](#联机方式) · [操作](#操作) · [文档](#文档) · [开发与测试](#开发与测试) · [项目结构](#项目结构)
- **干员调配**(大厅 / 房间 / 本局信息确认时):和官方一样不能调整等阶,但可为每名干员选择携带的技能(283 个技能全部手工实现)与精锐的模组(或不装备)。 - [许可证](#许可证) · [致谢与数据来源](#致谢与数据来源) · [贡献](#贡献)
- 联防、最终攻势(两人共享战场与领袖血池)、隐秘核心;同盟模拟断线 10 分钟内可重连(掉线期间按原阵容自动作战,也可「暂离」交给 AI 托管),独立模拟 24 小时内可回来继续。
- 真实 Spine 小人、官方 BGM / 音效、表情(6 套 × 6 个);可选的官方 3D 棋盘(需从本机客户端提取贴图)。 ## 简介
- 作战特效:狙击曳光弹与枪口火光、法术 / 治疗 / 敌方光球、抛物线炮弹与爆炸、回环射手的回旋镖(飞出再飞回)、蕾缪安 3 技能的锁定与逐发炮击、近战斩击弧光、技能光柱与脚下光环;低画质只保留必要特效。
- 漏怪时顶栏的目标生命值实时减少(结算时确定);点选、拖放和配发装备都按地上的方格:点哪个方格就选中那个方格上的干员,拖动时模型始终在指针 / 手指下。 「卫戍协议:盟约」是自走棋 + 塔防:休整期在调度中心招募干员、摆阵、配装备,作战期干员自动部署,迎击从红门涌来的敌人,漏过去的敌人扣目标生命值。本项目在浏览器里复刻了这一玩法,规则和数值尽量对照官方数据表与 PRTS 核对。
- 被击倒的干员留在原地并显示再部署倒计时圈(联防开始时已倒地的干员同样倒地倒计时),敌我单位显示官方样式的元素损伤图标(含爆发冷却);干员详情显示实时数值(作战中的当前数值 / 休整期的开战数值)。
- 战斗规则对照官方数据与 PRTS 核对:敌人索敌顺序、按接触半径阻挡(阻挡者倒下时由接触的干员接替)、近地悬浮敌人算空中单位、巨型领袖约 5×3 格的受击范围、元素损伤与无来源的元素爆发。 - **独立模拟**(单人)与**同盟模拟**(1–4 人**合作**,没有 PvP;空位可以加 AI 队友)。
- 只有一名玩家时(独立模拟,或同盟模拟只带 AI 队友)除作战外不计时;选策略每人 30 秒、只有一个倒计时;机变选卡和购买一样需要二次确认。 - 服务器是一个 Node.js 程序,**战斗在各玩家的浏览器里模拟**(和官方一样),服务器只管经济与回合,一台低功耗小主机就能开服。
- **战斗在各玩家浏览器里模拟**(和官方一样),服务器只管经济与回合:一台低功耗 Windows 小主机即可开服。 - 这是第一个公开版本(0.1.0)。仍有少数规则按推断实现,与官方不一致的地方欢迎在 Issue 里反馈。
## 功能一览
- **完整的一局**:确认本局信息 → 策略轮选(40 名策略)→ 14 回合 → 结算称号;险境及以上满足条件时进入第 15 回合「隐秘核心」。
- **4 种难度**:标准 / 险境 / 绝境 / 终极,独立与同盟各一套参数,均取自官方数据。
- **休整期**:招募、刷新、冻结、升级调度中心;整备区与临时整备区;从整备区拖到棋盘部署,用**方向轮盘**选择朝向。同盟模拟的卡池共用。
- **晋升精锐**:3 名同名干员自动合成精锐,并获得一次高一阶的免费招募。
- **干员与调配**:112 名可招募干员(+ 精锐)及其技能、天赋和特质;开局前可以为每名干员选择携带的技能(283 个技能全部手工实现)和精锐的模组。
- **盟约与层数**:23 个盟约(8 个势力核心盟约 + 附加盟约),层数整局保留,每个盟约最多 999 层。
- **装备与机变**:装备与法术,同名装备合成、特定组合赋予盟约效果;已配发的装备锁定在干员身上。部分回合开始前有机变选卡(装备、资金、干员、层数、悬赏等)。
- **自动作战**:技能按官方「技能策略」自动释放;按接触半径阻挡,阻挡者倒下时由接触的干员接替;元素损伤与元素爆发;召唤物由玩家手动摆放;推开 / 拉拽按力度与重量计算;被击倒的干员留在原地显示再部署倒计时。
- **地形与敌人**:阻隔工事、射击台、源石流吹风机、沼泽、排气格栅、涨潮等地形装置;空中与近地悬浮敌人、悬赏敌人。
- **联防**:有人漏怪、又有人完美作战时,完美作战的队友带着阵容帮忙拦截漏掉的敌人。
- **最终攻势与隐秘核心**:两人共享一个战场,全队共同削减同一条领袖血条;10 个敌方领袖,巨型领袖约 5×3 格的受击范围,以及官方的限伤规则。
- **结算称号**:卫戍之星、不朽盟约、坚若磐石等 6 个称号。
- **断线重连**:同盟模拟断线后 10 分钟内重新打开页面即可回到原座位,掉线期间按原阵容自动作战,也可以「暂离」交给 AI 托管;独立模拟 24 小时内可以回来继续(同一个浏览器)。
- **交互细节**:漏怪时顶栏的目标生命值实时减少(结算时确定);点选、拖放和配发装备都按地上的方格;购买、升级和机变选卡都需要点两次确认;只有一名玩家时除作战外不计时。
- **画面与声音**:真实 Spine 小人、官方 BGM 与音效、表情(6 套 × 6 个)、作战特效;可选的官方 3D 棋盘(需要从本机客户端提取贴图)。
- **手机与电脑**:触摸拖拽、长按查看详情,推荐横屏;设置里可以调低画质。
## 快速开始 ## 快速开始
需要 **Node.js 18+**(推荐 22 或 24 LTS)和约 **400 MB** 磁盘空间。第一次启动会自动安装依赖并下载约 250 MB 素材(可中断,再次启动会续传)。 ### 方式一:整合包(推荐)
### Windows 整合包里已经包含代码、运行依赖和全部美术 / 音频(含官方 3D 棋盘贴图),解压就能玩,不需要再下载任何东西。
1. 安装 Node.js:在 PowerShell 里运行 `winget install OpenJS.NodeJS.LTS`,或到 <https://nodejs.org/zh-cn/download> 下载安装包。 1. **安装 Node.js 22 或 24(LTS)**
2. 获取代码:`git clone <本仓库地址>`,或在 GitHub 页面 *Code → Download ZIP* 后解压。 - Windows:在 PowerShell 里运行 `winget install OpenJS.NodeJS.LTS`,或到 <https://nodejs.org/zh-cn/download> 下载安装包。
3. 双击 **`scripts\start-windows.bat`**(ZIP 下载的若弹出「安全警告」,点「运行」)。准备完成后会自动打开浏览器,窗口里会列出朋友可用的局域网地址。 - macOS:`brew install node@22`,或到官网下载安装包。
- Linux:发行版的包管理器、nvm 或 fnm。
2. **下载**:在 [Releases](../../releases/latest) 页面下载 v0.1.0 的整合包(zip),解压到一个路径较短的文件夹(Windows 上建议不要放在 OneDrive 同步的目录里)。
3. **启动**
- Windows:双击 **`scripts\start-windows.bat`**。如果弹出「安全警告」,点「运行」;Windows 防火墙弹窗请勾选「专用网络」并允许。
- macOS / Linux:在解压出的文件夹里运行 `./scripts/start.sh`(或 `bash scripts/start.sh`)。
4. 浏览器会自动打开 `http://localhost:3000`。窗口里列出的局域网地址可以直接发给同一网络的朋友。关闭窗口(或按 `Ctrl+C`)即停止服务器。
也可以用 PowerShell:`powershell -ExecutionPolicy Bypass -File scripts\start-windows.ps1`(没有 Node.js 时会提示用 winget 安装)。 ### 方式二:从源码运行
开机自动在后台运行、防火墙设置、固定 IP 等见 **[docs/DEPLOY.md](docs/DEPLOY.md)**。
### macOS / Linux
```bash ```bash
git clone <本仓库地址> Stronghold-Protocol && cd Stronghold-Protocol git clone https://github.com/sganggs/Stronghold-Protocol.git
scripts/start.sh # 首次:npm ci + 下载素材;然后启动服务器并打开浏览器 cd Stronghold-Protocol
npm install # 安装依赖(postinstall 会把 pixi / preact / three 复制到 public/vendor)
npm run setup # 检查环境,并从公开镜像下载约 250 MB 美术 / 音频(可中断,再次运行会续传)
npm start # 启动服务器:http://localhost:3000
``` ```
### 手动(任何系统) 也可以直接运行启动脚本(Windows `scripts\start-windows.bat`,macOS / Linux `scripts/start.sh`):首次会自动安装依赖、下载素材,然后启动服务器并打开浏览器。
```bash - **官方 3D 棋盘**需要从本机的《明日方舟》PC 客户端提取贴图(Windows 原生客户端、macOS 的 CrossOver 或 PlayCover)。`npm run setup` 检测到客户端时会询问是否提取(需要 Python 3.8+,依赖装在项目内的 `.venv-extract`,不影响系统);之后可以用 `node tools/setup.mjs --local` 重新提取,或用 `--game "<…/StreamingAssets/AB/Windows>"` 指定路径。没有客户端时自动使用 2D 棋盘,其他功能不受影响。
npm ci # 安装依赖(postinstall 会把 pixi / preact / three 复制到 public/vendor) - 素材下载优先使用 GitHub,失败时自动改用 jsDelivr 镜像。
node tools/setup.mjs # 检查环境、下载/补全素材、(可选)从本机客户端提取官方贴图 - `npm run doctor`(即 `node tools/doctor.mjs`)可以随时诊断:Node 版本、素材是否完整、端口占用、局域网地址和防火墙。
npm start # http://localhost:3000
```
`node tools/doctor.mjs` 可随时诊断:Node 版本、素材是否完整、端口占用、局域网地址、防火墙提示。 ### 系统要求
## 和朋友一起玩 | 项目 | 要求 |
|---|---|
| 开服的电脑 | Windows / macOS / Linux,Node.js 22 或 24(LTS);磁盘约 400–500 MB(素材、依赖与可选的本地提取贴图);内存空闲约 100 MB,每局再加几 MB |
| 玩家 | 支持 WebGL 的现代浏览器(Chrome / Edge / Firefox / Safari 最新版),电脑、手机或平板(横屏) |
| 网络 | 首次进入游戏时,每位玩家要从开服的电脑下载几十 MB 素材(之后走浏览器缓存);对局中流量很小 |
1. 打开页面 → 输入昵称 → **同盟模拟** → 创建房间。房主选择难度,可添加 / 移除 AI 队友。 显卡较弱时可以在「设置」里调低画质,或在网址后加 `?board=2d`(强制 2D 棋盘)/ `?render=fallback`(不用 WebGL 的简化画面)。
2. 把 4 位字母的**同盟密钥**,或「复制链接」得到的 `http://<地址>:3000/?room=密钥` 发给朋友。
3. 所有人点「准备就绪」后房主开始。刷新页面 / 断线后 10 分钟内重新打开即可回到原座位(独立模拟:24 小时内,用同一个浏览器)。
**局域网**:服务器启动时会打印 `LAN: http://192.168.x.x:3000`,同一 Wi-Fi / 路由器下的朋友直接打开。打不开时多半是防火墙:Windows 首次启动时在弹窗中允许「专用网络」,或运行 `node tools/doctor.mjs` 查看具体命令。 ### 端口与配置
**公网**(朋友不在同一个网络): 默认监听 **TCP 3000**。换端口:启动脚本加 `--port 3001`,或设置环境变量 `PORT`。
| 方式 | 适合 | 做法 | | 环境变量 | 默认 | 说明 |
|---|---|---| |---|---|---|
| **Tailscale / ZeroTier**(推荐) | 家里常开的小主机、固定几个朋友 | 主机和朋友都安装并加入同一个网络,朋友打开 `http://<主机的 100.x / ZeroTier IP>:3000`。无需公网 IP、不暴露到互联网、延迟低。 | | `PORT` | `3000` | 监听端口 |
| **cloudflared 临时隧道** | 临时开一局,朋友什么都不用装 | `cloudflared tunnel --url http://localhost:3000`,把输出的 `https://xxxx.trycloudflare.com` 发给朋友。页面会自动使用 `wss://`。每次启动地址都会变。 | | `HOST` | `0.0.0.0` | 监听地址(`127.0.0.1` = 只允许本机,放在反向代理后面时使用) |
| **路由器端口转发** | 有公网 IPv4 | 把路由器的 TCP 3000 转发到主机的局域网 IP,朋友访问 `http://<公网 IP>:3000`。注意安全(见 DEPLOY)。 | | `SP_COMBAT` | `client` | `client`:各玩家浏览器模拟自己的战斗(服务器负载极低);`server`:由服务器模拟并推流 |
| `SP_VERIFY` | `off` | 服务器复算客户端上报的战斗结果:`off` / `sample`(约 1/8 抽查)/ `all`(全部复算,更耗 CPU) |
| `TRUST_PROXY` | `auto` | 是否信任 `X-Forwarded-For` 等转发头:`auto` 只信任来自本机 / 内网的代理;`1` 总是;`0` 从不 |
| `DEBUG` | 空 | 设为任意值输出详细日志 |
| `SP_NO_BROWSER` | 空 | 设为 `1` 时启动脚本不自动打开浏览器 |
详细步骤(含 Nginx / Caddy 反向代理与 HTTPS)见 [docs/DEPLOY.md](docs/DEPLOY.md)。玩法说明见 **[docs/PLAYING.md](docs/PLAYING.md)**(游戏内也有「玩法说明」)。 设置方式:macOS / Linux `PORT=8080 npm start`;PowerShell `$env:PORT=8080; npm start`;cmd `set "PORT=8080" && npm start`。健康检查:`GET /healthz`。
### 和朋友一起玩(局域网)
1. 打开页面 → 输入昵称 → **同盟模拟** → 创建房间。房主选择难度,可以添加 / 移除 AI 队友。
2. 把 4 位字母的**同盟密钥**,或「复制链接」得到的 `http://<地址>:3000/?room=密钥` 发给朋友。
3. 所有人点「准备就绪」后房主开始。
4. 同一 Wi-Fi / 路由器下的朋友打开启动窗口里列出的地址(形如 `http://192.168.x.x:3000`)即可。打不开时多半是防火墙:Windows 首次启动时在弹窗中允许「专用网络」,或运行 `npm run doctor` 查看具体命令;访客 Wi-Fi 常开启「AP 隔离」,也会导致连不上。
刷新页面或断线后,同盟模拟 10 分钟内、独立模拟 24 小时内重新打开即可回到原座位。服务器把房间和对局都保存在内存里,**重启服务器会结束所有对局**。
## 联机方式
朋友不在同一个局域网时,下面是几类常见做法,按自己的情况选一种即可。这里只做简单介绍,提到的工具和服务只是举例,本项目与它们没有任何关系,也不做推荐;具体的安装、费用和使用规则请以各自的官方说明为准。部署细节(防火墙、开机自启、反向代理与 HTTPS、Docker)见 **[docs/DEPLOY.md](docs/DEPLOY.md)**。
| 方式 | 怎么做 | 适合 |
|---|---|---|
| **同一局域网直连** | 把启动窗口里的局域网地址发给朋友 | 同一个家、宿舍或网吧 |
| **组网工具(虚拟局域网)** | 例如 Tailscale、ZeroTier、EasyTier、蒲公英:开服的人和朋友都安装同一个工具并加入同一个网络,朋友用开服电脑的虚拟 IP 访问 `http://<虚拟 IP>:3000` | 固定的几个熟人;不暴露到公网。朋友也要装客户端,部分工具需要注册账号;跨地区时可能走中继而变慢 |
| **内网穿透 / 隧道** | 只有开服的人运行客户端,朋友直接打开网址。例如自建的 frp(需要一台有公网 IP 的服务器)、Cloudflare 的 `cloudflared tunnel --url http://localhost:3000`(临时地址,每次启动都会变;国内访问延迟可能较高)、国内的樱花 frp 一类公共穿透服务(通常需要实名,大陆节点承载网页可能有备案要求) | 不想改路由器、没有公网 IP;免费线路带宽小时,首次加载素材会慢一些 |
| **云服务器 / VPS 直接部署** | 在 VPS 上运行整合包,或用仓库自带的 `Dockerfile`;用 Caddy / Nginx 加上 HTTPS。选离玩家近、线路好的地区(面向大陆玩家时,境外机房要关注回程线路,否则晚高峰延迟可能很高;大陆服务器绑定域名需要 ICP 备案) | 想长期开服、玩家分布在不同地区 |
通用注意事项:
- 游戏是**单个常驻 Node.js 进程 + WebSocket**(路径 `/ws`),只能跑一个实例,必须部署在域名根路径;Vercel 之类的 Serverless 平台和 GitHub Pages 之类的静态托管都不适用。反向代理要转发 WebSocket 升级。
- 游戏没有账号系统,**知道地址的人都能进来**。请只把地址发给朋友,不要公开发布,也不要搭建公开大厅;这同时能降低素材版权方面的风险。
- 有公网 IPv4 时也可以在路由器上做端口转发,但这会把家里的电脑直接暴露在公网上,优先考虑上面的方式。
## 操作 ## 操作
| 操作 | 方法 | | 操作 | 方法 |
|---|---| |---|---|
| 购买 / 升级调度中心 / 机变选卡 | 点一次选中,再点一次确认(`D` 升级) | | 购买 / 升级调度中心 / 机变选卡 | 点一次选中,再点一次确认(`D` 升级) |
| 部署 / 移动干员 | 从整备区拖到棋盘格 → 出现方向轮盘 → 往上/右/下/左滑动选择朝向后松手;松在中心或点「✕ 点击取消」取消。拖动时模型在指针 / 手指下,指针所在的格子就是落点 | | 部署 / 移动干员 | 从整备区拖到棋盘格 → 出现方向轮盘 → 往上 / 右 / 下 / 左滑动选择朝向后松手;松在中心或点「✕ 点击取消」取消。拖动时模型在指针 / 手指下,指针所在的格子就是落点 |
| 调整朝向 | 把干员拖回它自己的格子,再选方向 | | 调整朝向 | 把干员拖回它自己的格子,再选方向 |
| 出售 / 撤退 / 销毁装备 | 点击单位所在的格子 → 底部按钮「出售 +1」「撤退」;整备区里的装备与法术只能「销毁」,已配发的装备锁定在干员身上(干员出售或合成精锐时退回整备区)。也可以把棋盘上的干员拖回整备区撤退 | | 出售 / 撤退 / 销毁装备 | 点击单位所在的格子 → 底部按钮「出售 +1」「撤退」;也可以把棋盘上的干员拖回整备区撤退。整备区里的装备与法术只能「销毁」,已配发的装备锁定在干员身上(干员出售或合成精锐时退回整备区) |
| 装备 | 把装备拖到干员所在的格子上(配发给该格子上的干员,格子会高亮;每人 2 件;满了会弹出替换窗口,选择要替换的一件——它会被销毁);法术拖到地块上并选方向 | | 装备 | 把装备拖到干员所在的格子上(每人 2 件;满了会弹出替换窗口,被替换的一件会被销毁);法术拖到地块上并选方向 |
| 查看详情 | 右键或长按单位 / 卡牌(干员的特质显示在最上方;属性为实时数值,高于基础值为绿色、低于为红色) | | 查看详情 | 右键或长按单位 / 卡牌(属性为实时数值,高于基础值为绿色、低于为红色) |
| 快捷键 | `R` 刷新 · `F` 冻结 · `D` 升级 · `Space` 准备就绪 · `Esc` 取消 / 关闭 | | 快捷键 | `R` 刷新 · `F` 冻结 · `D` 升级 · `Space` 准备就绪 · `Esc` 取消 / 关闭 |
| 方向轮盘键盘操作 | 方向键预览 · `Enter` 确认 · `Esc` 取消 | | 方向轮盘键盘操作 | 方向键预览 · `Enter` 确认 · `Esc` 取消 |
| 暂停(独立模拟) | 作战中(含最终攻势 / 隐秘核心)点顶栏的「暂停」或按 `Space`,再点「继续作战」(或 `Space`)继续;同盟模拟的作战不能暂停 | | 暂停(独立模拟) | 作战中(含最终攻势 / 隐秘核心)点顶栏的「暂停」或按 `Space`,再点「继续作战」(或 `Space`)继续;同盟模拟的作战不能暂停 |
| 表情 | 左下角「交流」,左右滑动(或方向键)换主题,冷却 1 秒 | | 表情 | 左下角「交流」,左右滑动(或方向键)换主题,冷却 1 秒 |
| 观战 | 自己的作战结束后(或休整期)点左侧队友头像 →「前往查看」 | | 观战 | 自己的作战结束后(或休整期)点左侧队友头像 →「前往查看」 |
手机和平板也能玩(触摸拖拽、长按查看),推荐横屏(细长屏幕上休整期镜头会自动微调,整备区不会被购买栏挡住);电脑推荐 Chrome / Edge / Firefox / Safari 最新版。显卡较弱时可在「设置」里调低画质,或在网址后加 `?board=2d`(强制 2D 棋盘)/ `?render=fallback`(不用 WebGL 的简化 DOM 画面)。 完整的规则、数值和小技巧见 **[docs/PLAYING.md](docs/PLAYING.md)**(游戏内左下角也有「玩法说明」)。
## 配置 ## 文档
| 环境变量 | 默认 | 说明 | | 文档 | 内容 |
|---|---|---| |---|---|
| `PORT` | `3000` | 监听端口 | | [docs/PLAYING.md](docs/PLAYING.md) | 玩法指南:流程、经济、招募与晋升、摆阵、联防、盟约、最终攻势、结算称号 |
| `HOST` | `0.0.0.0` | 监听地址(`127.0.0.1` = 只允许本机,放在反向代理后面时使用) | | [docs/DEPLOY.md](docs/DEPLOY.md) | 部署指南:Windows 开服与开机自启、防火墙、组网 / 隧道、反向代理与 HTTPS、Docker、systemd、排错 |
| `SP_COMBAT` | `client` | `client`:各玩家浏览器模拟自己的战斗(官方模式,服务器负载极低);`server`:旧的服务器模拟 + 推流模式 | | [docs/DESIGN.md](docs/DESIGN.md) | 架构与契约(英文):技术栈、目录分工、网络协议、渲染与 UI、各次试玩后的规则修订 |
| `SP_VERIFY` | `off` | 服务器复算客户端上报的战斗结果:`off` / `sample`(约 1/8 抽查并记录)/ `all`(全部复算,不一致时以服务器为准,更耗 CPU) | | [docs/SIM.md](docs/SIM.md) | 战斗模拟引擎参考(英文):钩子、技能描述格式、职业默认行为 |
| `TRUST_PROXY` | `auto` | 是否信任 `X-Forwarded-For` 等转发头:`auto` 只信任来自本机/内网的代理(如 cloudflared、Nginx);`1` 总是;`0` 从不 | | [docs/META.md](docs/META.md) | 对局与经济引擎(英文):回合流程、商店、联防、最终攻势的实现细节 |
| `DEBUG` | 空 | 设为任意值输出详细日志 | | [docs/DATA.md](docs/DATA.md) | 由官方数据表生成的游戏数据(英文) |
| `SP_NO_BROWSER` | 空 | 设为 `1` 时启动脚本不自动打开浏览器 | | [docs/ASSETS.md](docs/ASSETS.md) | 素材来源、目录结构与清单(英文) |
| [docs/BALANCE.md](docs/BALANCE.md) | 难度模型与测量(英文) |
| [docs/research/](docs/research/00-INDEX.md) | 官方规则、数据与界面的调研记录 |
设置方式:macOS / Linux `PORT=8080 npm start`;PowerShell `$env:PORT=8080; npm start`;cmd `set "PORT=8080" && npm start`;启动脚本也接受 `--port 8080`。健康检查:`GET /healthz`。 ## 开发与测试
## 可选:从本机客户端提取官方贴图
如果这台电脑装有《明日方舟》PC 客户端(Windows 原生、macOS CrossOver 或 PlayCover),`node tools/setup.mjs` 会检测到并询问是否提取官方棋盘贴图、UI、表情、模组类型图标和教程图(需要 Python 3.8+,依赖安装在项目内的 `.venv-extract`,不影响系统)。之后可随时 `node tools/setup.mjs --local` 重新提取,或 `--game "<…\StreamingAssets\AB\Windows>"` 指定路径。提取结果只在本机(`public/assets/local/`、`data/local-assets.json`,均已被 git 忽略);没有它游戏一样能玩,只是棋盘为 2D、部分 UI 用替代图(模组类型图标改为文字)。
## 测试
```bash ```bash
node --test # 单元 + 集成测试(约 2840 项;缺少素材 / 浏览器的用例会自动跳过) npm run dev # node --watch:改动服务器代码后自动重启
SP_E2E=1 node --test test/ui/mock.e2e.test.js # 需要本机 Chrome(CHROME_PATH 可指定路径) node --test # 单元 + 集成测试(约 2880 项;缺少素材 / 浏览器的用例会自动跳过)
SP_REAL_E2E=1 node --test test/ui/real.e2e.test.js # 需要 Chrome + 已下载素材 SP_E2E=1 node --test test/ui/mock.e2e.test.js # 浏览器端到端测试,需要本机 Chrome(CHROME_PATH 可指定路径)
SP_REAL_E2E=1 node --test test/ui/real.e2e.test.js # 需要 Chrome + 已下载的素材
RENDER_E2E=1 node --test 'test/render/*.browser.test.js' # 渲染测试,部分需要本地提取的棋盘贴图
``` ```
GitHub Actions([.github/workflows/ci.yml](.github/workflows/ci.yml))在 Ubuntu 与 Windows 上运行 `npm ci`、`node --test` 和服务器冒烟测试。 - 游戏数据由 `npm run build-data`(`tools/build-data.mjs`)从官方数据表生成,不要手工修改 `data/*.json`。
- GitHub Actions([.github/workflows/ci.yml](.github/workflows/ci.yml))在 Ubuntu 与 Windows、Node 22 / 24 上运行 `npm ci`、`node --test` 和服务器冒烟测试。
## 项目结构 ## 项目结构
@@ -128,29 +194,44 @@ GitHub Actions([.github/workflows/ci.yml](.github/workflows/ci.yml))在 Ubun
| `server/` | Node HTTP 静态服务 + WebSocket(`/ws`)、大厅、对局引擎(`match/`)、战斗模拟(`sim/`,浏览器与服务器共用) | | `server/` | Node HTTP 静态服务 + WebSocket(`/ws`)、大厅、对局引擎(`match/`)、战斗模拟(`sim/`,浏览器与服务器共用) |
| `shared/` | 前后端共用的常量与网络协议 | | `shared/` | 前后端共用的常量与网络协议 |
| `public/` | 浏览器客户端(原生 ES 模块,PixiJS + pixi-spine、three.js 3D 棋盘、Preact + htm UI) | | `public/` | 浏览器客户端(原生 ES 模块,PixiJS + pixi-spine、three.js 3D 棋盘、Preact + htm UI) |
| `data/` | 由官方数据表生成的游戏数据(`tools/build-data.mjs`)与素材清单 `assets.json` | | `data/` | 由官方数据表生成的游戏数据与素材清单 `assets.json` |
| `tools/` | `setup.mjs` / `doctor.mjs`、素材下载 `fetch-assets.mjs`、数据构建、本地提取 `local-extract/` | | `tools/` | `setup.mjs` / `doctor.mjs`、素材下载 `fetch-assets.mjs`、数据构建、本地提取 `local-extract/` |
| `scripts/` | 启动脚本(Windows / macOS / Linux)、Windows 开机自启 | | `scripts/` | 启动脚本(Windows / macOS / Linux)、Windows 开机自启 |
| `docs/` | [DESIGN](docs/DESIGN.md)(架构与契约)· [DEPLOY](docs/DEPLOY.md) · [PLAYING](docs/PLAYING.md) · [ASSETS](docs/ASSETS.md) · [DATA](docs/DATA.md) · `research/` | | `docs/` | 文档与调研 |
| `test/` | `node:test` 测试 | | `test/` | `node:test` 测试 |
## 致谢与声明 ## 许可证
- **代码**:本项目自己编写的代码以 **GPL-3.0-or-later** 发布,全文见 [LICENSE](LICENSE);另附一条 GPL 第 7 条的附加许可,允许与 pixi-spine 中的 Spine Runtimes 组合分发(见 [NOTICE.md](NOTICE.md))。
- **游戏素材不在许可范围内**:《明日方舟》相关的美术、音乐、音效、文本与数据等版权归原权利人所有,不适用 GPL,使用限制见上方的[声明](#声明)和 [NOTICE.md](NOTICE.md)。
- **第三方组件**各自遵循其许可证:通过 npm 安装的库(整合包的 `node_modules` 中附带各自的许可证文件)、`tools/local-extract/aklz4.py` 的算法(BSD-3-Clause),以及字体等,清单与许可证全文见 [THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md)。
## 致谢与数据来源
- 《明日方舟》及「卫戍协议」相关的全部名称、角色、美术、音频与数据版权归 **上海鹰角网络科技有限公司(Hypergryph)** 及其授权方(Yostar 等)所有。本项目为非官方、非商业的爱好者作品,与官方无任何关联;如有侵权请联系删除。
- **本仓库不包含游戏素材文件**(`docs/img/` 中的几张游戏截图仅用于说明):美术 / 音频 / 字体由 `tools/fetch-assets.mjs` 在使用者本机下载,本地客户端贴图由使用者自行提取,均被 `.gitignore` 排除。请勿把 `public/assets/` 等目录上传或再分发。
- 游戏数据:[Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)。 - 游戏数据:[Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)。
- 素材来源:[yuanyan3060/ArknightsGameResource](https://github.com/yuanyan3060/ArknightsGameResource)、[fexli/ArknightsResource](https://github.com/fexli/ArknightsResource)、[isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models)、[ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2);字体来自 [TimWangZi/The-font-of-Arknights](https://github.com/TimWangZi/The-font-of-Arknights) 与 Google Fonts(Noto Sans SC)。详见 [docs/ASSETS.md](docs/ASSETS.md)。 - 素材来源:[yuanyan3060/ArknightsGameResource](https://github.com/yuanyan3060/ArknightsGameResource)、[fexli/ArknightsResource](https://github.com/fexli/ArknightsResource)、[isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models)、[ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2);字体来自 [TimWangZi/The-font-of-Arknights](https://github.com/TimWangZi/The-font-of-Arknights) 与 Google Fonts(Noto Sans SC)。详见 [docs/ASSETS.md](docs/ASSETS.md)。
- 规则核对参考:[PRTS 明日方舟中文 Wiki](https://prts.wiki/)。
- LZ4AK 解包:`tools/local-extract/aklz4.py` 的算法来自 [isHarryh/Ark-Unpacker](https://github.com/isHarryh/Ark-Unpacker)(BSD-3-Clause,经 MooncellWiki/UnityPy);解析 Unity 资源使用 [UnityPy](https://github.com/K0lb3/UnityPy)(MIT)。 - LZ4AK 解包:`tools/local-extract/aklz4.py` 的算法来自 [isHarryh/Ark-Unpacker](https://github.com/isHarryh/Ark-Unpacker)(BSD-3-Clause,经 MooncellWiki/UnityPy);解析 Unity 资源使用 [UnityPy](https://github.com/K0lb3/UnityPy)(MIT)。
- 库:[PixiJS](https://pixijs.com/)(MIT)、[pixi-spine](https://github.com/pixijs/spine)(MIT;其中包含的 Spine Runtime 代码另受 [Spine Runtimes License](https://esotericsoftware.com/spine-runtimes-license) 约束,其中有关于 Spine 编辑器授权的条款,公开发布前请自行阅读)、[three.js](https://threejs.org/)(MIT)、[Preact](https://preactjs.com/) + [htm](https://github.com/developit/htm)(MIT)、[ws](https://github.com/websockets/ws)(MIT)。这些库通过 npm 安装,不随仓库提交。 - 库:[PixiJS](https://pixijs.com/)(MIT)、[pixi-spine](https://github.com/pixijs/spine)(MIT;其中包含的 Spine Runtime 另受 [Spine Runtimes License](https://esotericsoftware.com/spine-runtimes-license) 约束)、[three.js](https://threejs.org/)(MIT)、[Preact](https://preactjs.com/) + [htm](https://github.com/developit/htm)(MIT)、[ws](https://github.com/websockets/ws)(MIT)。
- **代码许可证:TODO(由仓库所有者选择,例如 MIT / GPL-3.0;在此之前仓库中的代码保留所有权利)。** 无论选择哪种,上面的游戏素材与第三方内容都不在其范围内。
感谢以上项目的作者与维护者,以及鹰角网络带来的这款游戏。
## 贡献
欢迎提 Issue 反馈 bug、与官方规则不一致的地方或改进建议,也欢迎提交 Pull Request:
- 提交前请运行 `node --test`,并同步更新相关文档;文档使用简体中文,代码与注释使用英文。
- 提交的代码将以 GPL-3.0-or-later 发布。
- 请不要提交任何游戏素材文件(`public/assets/` 等目录已被 `.gitignore` 排除)。
- 本项目坚持非商业:请不要提交广告、付费、打赏等任何形式的变现功能。
--- ---
## English ## English
A fan-made, online co-op browser remake of Arknights' seasonal auto-chess tower-defense mode *Stronghold Protocol: Covenant*. Solo and 1–4 player co-op (AI teammates fill seats), played over LAN or the internet. Combat is simulated in each player's browser (like the official client), so a low-power mini PC can host. An **unofficial, non-commercial fan remake** of Arknights' seasonal auto-chess tower-defense mode *Stronghold Protocol: Covenant*, played in the browser: solo, or 1–4 player co-op (AI teammates can fill seats). Combat is simulated in each player's browser, so a low-power PC can host.
- **Run:** Node.js 18+ (22 or 24 LTS recommended). Windows: double-click `scripts\start-windows.bat`. macOS/Linux: `scripts/start.sh`. Manual: `npm ci && node tools/setup.mjs && npm start` → <http://localhost:3000>. First start downloads ~250 MB of game art (resumable). `node tools/doctor.mjs` diagnoses ports, assets, LAN addresses and firewall. - **Run:** download the all-in-one bundle from [Releases](../../releases/latest), install Node.js 22 or 24, then double-click `scripts\start-windows.bat` (Windows) or run `./scripts/start.sh` (macOS / Linux) and open <http://localhost:3000>. From source: `npm install && npm run setup && npm start` (setup downloads ~250 MB of art from public mirrors; the official 3D board needs a local Arknights client to extract, otherwise the 2D board is used).
- **Friends:** create a co-op room and share the 4-letter code or the `?room=CODE` link. A dropped player can rejoin within 10 minutes (co-op) or resume a solo run within 24 hours (same browser; the server keeps everything in memory, so a restart ends all runs). LAN: use the printed `LAN:` URL. Internet: Tailscale/ZeroTier (recommended), `cloudflared tunnel --url http://localhost:3000` (wss handled automatically) or port forwarding — see [docs/DEPLOY.md](docs/DEPLOY.md). - **Play with friends:** create a co-op room and share the 4-letter key or the `?room=KEY` link. On a LAN, use the address printed at start; otherwise use a virtual-LAN tool, a tunnel or a VPS — see [docs/DEPLOY.md](docs/DEPLOY.md).
- **Env:** `PORT`, `HOST`, `SP_COMBAT=client|server`, `SP_VERIFY=off|sample|all`, `TRUST_PROXY=auto|1|0`, `DEBUG`. - **Disclaimer:** not affiliated with or endorsed by Hypergryph or Yostar. All Arknights names, art, audio, text and data are © their respective owners and are **not** covered by this project's GPL licence. For study and personal non-commercial use only — no selling, paid distribution, paid servers or monetisation of any kind. Content will be removed on request of the rights holders. Provided "as is", without warranty.
- **Disclaimer:** unofficial and non-commercial. Game names, art, audio and data © Hypergryph / Yostar; **no game art/audio/font files are in this repository** (only a few screenshots in `docs/img/`) — they are downloaded or extracted locally and git-ignored. Code licence: TODO (owner to choose). - **License:** code GPL-3.0-or-later ([LICENSE](LICENSE)); game assets excluded.
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# Third-party notices(第三方组件声明)
Stronghold Protocol's own code is licensed under **GPL-3.0-or-later** (see [LICENSE](LICENSE) and [NOTICE.md](NOTICE.md)).
The components below are **not** part of that grant: each stays under its own licence, reproduced at the end of this
file. Nothing here is committed to the repository except `tools/local-extract/aklz4.py`; the client libraries are
installed by npm and copied into `public/vendor/` by `tools/vendor.mjs` (postinstall), and the release bundle carries
them (with `node_modules/`, which keeps each package's own licence file).
本项目自己的代码采用 GPL-3.0-or-later;下列第三方组件各自保留原许可证,不受 GPL 约束。
## Software
| Component | Version | Licence | Where it is used | In the repository | In the release bundle |
|---|---|---|---|---|---|
| [PixiJS](https://github.com/pixijs/pixijs) | 7.4.2 | MIT | browser renderer — `public/vendor/pixi.min.js` | no (npm) | yes |
| [pixi-spine](https://github.com/pixijs/spine) | 4.0.6 | MIT banner; contains the **Spine Runtimes**, under the **Spine Runtimes License Agreement** (package licence "SEE SPINE-LICENSE") | Spine model playback — `public/vendor/pixi-spine.js` | no (npm) | yes |
| [Preact](https://github.com/preactjs/preact) | 10.29.8 | MIT | UI — `public/vendor/preact.module.js`, `hooks.module.js` | no (npm) | yes |
| [htm](https://github.com/developit/htm) | 3.1.1 | Apache-2.0 | UI templates — `public/vendor/htm.module.js` | no (npm) | yes |
| [three.js](https://github.com/mrdoob/three.js) | 0.186.1 | MIT | official 3D board — `public/vendor/three.core.js`, `three.module.js` | no (npm) | yes |
| [ws](https://github.com/websockets/ws) | 8.22.0 | MIT | WebSocket server (`server/`) | no (npm) | yes (`node_modules/`) |
| [puppeteer-core](https://github.com/puppeteer/puppeteer) | 23.11.1 | Apache-2.0 | optional browser tests (dev dependency) | no (npm) | no |
| [Ark-Unpacker](https://github.com/isHarryh/Ark-Unpacker) LZ4AK decoder | — | BSD-3-Clause | `tools/local-extract/aklz4.py` (optional local extraction) | **yes** — keeps its notice; full text also in `tools/local-extract/LICENSE-Ark-Unpacker.txt` | yes |
| [UnityPy](https://github.com/K0lb3/UnityPy) (via MooncellWiki/UnityPy), [lz4](https://github.com/python-lz4/python-lz4), [Pillow](https://github.com/python-pillow/Pillow) | see `tools/local-extract/requirements.txt` | MIT / BSD-3-Clause / MIT-CMU | optional local extraction; installed by pip into `.venv-extract` only when the host opts in | no | no |
The Spine Runtimes License requires, among other things, that redistributions include its licence and copyright notice
(reproduced below) and that "each user of the Products must obtain their own Spine Editor license" unless the
integration is covered by the Spine Editor License Agreement — read it before redistributing. To allow the combination
at all, this project grants an additional permission under GPL-3.0 section 7 for linking with the Spine Runtimes (see
[NOTICE.md](NOTICE.md)).
## Fonts
| Font | Licence | How it gets here |
|---|---|---|
| Bender (Jovanny Lemonad / Oleg Zhuravlev, Gladkikh Ivan) | the authors' free-font terms (not GPL) | downloaded by `tools/fetch-assets.mjs` from [TimWangZi/The-font-of-Arknights](https://github.com/TimWangZi/The-font-of-Arknights) into `public/fonts/` (included in the release bundle) |
| Novecento Wide (Jan Tonellato / Synthview) | the authors' free-font terms (not GPL) | as above |
| Noto Sans SC, Oxanium, Rajdhani | SIL Open Font License 1.1 | loaded by the browser from Google Fonts at runtime; not distributed |
## Game data, art and audio
All names, characters, artwork, Spine models, UI graphics, music, sound effects and game data of *Arknights* /
「卫戍协议:盟约」 are © Shanghai Hypergryph Network Technology Co., Ltd. (上海鹰角网络科技有限公司) and its licensors
(Yostar and others). They are **not** licensed under the GPL and this project grants no rights to them; see
[NOTICE.md](NOTICE.md) for the non-commercial terms. Community mirrors used by `tools/fetch-assets.mjs` /
`tools/build-data.mjs`: [Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData),
[yuanyan3060/ArknightsGameResource](https://github.com/yuanyan3060/ArknightsGameResource),
[fexli/ArknightsResource](https://github.com/fexli/ArknightsResource),
[isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models),
[ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2) — thanks to their maintainers.
Quotations of PRTS Wiki, BWIKI, NGA, 巴哈姆特 and other community pages in `docs/` stay under the terms of their
sources (the wikis' texts are CC BY-NC-SA).
---
## Licence texts
### PixiJS — MIT
```text
The MIT License
Copyright (c) 2013-2023 Mathew Groves, Chad Engler
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
```
### pixi-spine — Spine Runtimes License Agreement (node_modules/pixi-spine/SPINE-LICENSE)
```text
Spine Runtimes License Agreement
Last updated January 1, 2020. Replaces all prior versions.
Copyright (c) 2013-2020, Esoteric Software LLC
Integration of the Spine Runtimes into software or otherwise creating
derivative works of the Spine Runtimes is permitted under the terms and
conditions of Section 2 of the Spine Editor License Agreement:
http://esotericsoftware.com/spine-editor-license
Otherwise, it is permitted to integrate the Spine Runtimes into software
or otherwise create derivative works of the Spine Runtimes (collectively,
"Products"), provided that each user of the Products must obtain their own
Spine Editor license and redistribution of the Products in any form must
include this license and copyright notice.
THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
```
### Preact — MIT
```text
The MIT License (MIT)
Copyright (c) 2015-present Jason Miller
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
```
### three.js — MIT
```text
The MIT License
Copyright © 2010-2026 three.js authors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
```
### ws — MIT
```text
Copyright (c) 2011 Einar Otto Stangvik <einaros@gmail.com>
Copyright (c) 2013 Arnout Kazemier and contributors
Copyright (c) 2016 Luigi Pinca and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
```
### Ark-Unpacker (tools/local-extract/aklz4.py) — BSD-3-Clause
```text
BSD 3-Clause License
Copyright (c) 2022, Harry Huang
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
```
### UnityPy (MooncellWiki/UnityPy) — MIT
```text
MIT License
Copyright (c) 2019-2021 K0lb3
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
```
### htm (and puppeteer-core) — Apache License 2.0
```text
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
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2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
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3. Grant of Patent License. Subject to the terms and conditions of
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APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
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```
+4 -2
View File
@@ -251,9 +251,11 @@ The 2026-09-27 verification pass also checked:
## Licensing and credits ## Licensing and credits
The project's code is GPL-3.0-or-later (`LICENSE`); none of the items below is covered by it. Details: `NOTICE.md` (scope, non-commercial terms) and `THIRD-PARTY-NOTICES.md` (libraries, fonts, licence texts).
- **Game assets.** All images, Spine models, audio and game data are © **Hypergryph (上海鹰角网络)**. The overseas publisher is **Yostar**. - **Game assets.** All images, Spine models, audio and game data are © **Hypergryph (上海鹰角网络)**. The overseas publisher is **Yostar**.
- This is an **unofficial, non-commercial fan project**: no ads, donations or paywall. - This is an **unofficial, non-commercial fan project**: no ads, donations or paywall.
- Assets are fetched from public community dumps at install time and are not redistributed in this repository. - Assets are fetched from public community dumps at install time and are not redistributed in this repository. The plug-and-play bundle attached to a GitHub release does carry them (with the local-client art) under the same non-commercial terms, with `NOTICE.md` inside.
- Assets will be removed on request from the rights holders. - Assets will be removed on request from the rights holders.
- The client must show a credits screen: "Arknights © Hypergryph / Yostar. This is an unofficial fan project; all game assets belong to their owners." - The client must show a credits screen: "Arknights © Hypergryph / Yostar. This is an unofficial fan project; all game assets belong to their owners."
- **Asset dumps and tools.** Credit to: - **Asset dumps and tools.** Credit to:
@@ -262,7 +264,7 @@ The 2026-09-27 verification pass also checked:
- [isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models) (ArkUnpacker). Not for commercial use. - [isHarryh/Ark-Models](https://github.com/isHarryh/Ark-Models) (ArkUnpacker). Not for commercial use.
- [ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2) (ArknightsStudio) - [ArknightsAssets/ArknightsAssets2](https://github.com/ArknightsAssets/ArknightsAssets2) (ArknightsStudio)
- [Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData) - [Kengxxiao/ArknightsGameData](https://github.com/Kengxxiao/ArknightsGameData)
- **Spine runtime.** pixi-spine is MIT-licensed. It embeds Spine Runtime code under the [Spine Runtimes License](http://esotericsoftware.com/spine-runtimes-license), which formally expects a Spine Editor licence. This is commonly tolerated for non-commercial fan tools, and the Spine Runtimes License must be credited. - **Spine runtime.** pixi-spine is MIT-licensed. It embeds Spine Runtime code under the [Spine Runtimes License](http://esotericsoftware.com/spine-runtimes-license), which formally expects a Spine Editor licence. This is commonly tolerated for non-commercial fan tools, and the Spine Runtimes License must be credited (`THIRD-PARTY-NOTICES.md`). The project's GPL carries an additional permission (section 7) to combine it with the Spine Runtimes (`NOTICE.md`).
- **Fonts.** - **Fonts.**
- **Bender:** © Jovanny Lemonad (Oleg Zhuravlev, Ivan Gladkikh). Free for personal and commercial use. - **Bender:** © Jovanny Lemonad (Oleg Zhuravlev, Ivan Gladkikh). Free for personal and commercial use.
- **Novecento Wide:** © Jan Tonellato / Synthview. Free licence. - **Novecento Wide:** © Jan Tonellato / Synthview. Free licence.
+9 -7
View File
@@ -19,17 +19,19 @@
### 1.1 安装与首次启动 ### 1.1 安装与首次启动
1. 安装 Node.js 22 LTS 和 Git(在 PowerShell 或「终端」里): 1. 安装 Node.js 22 LTS 和 Git(在 PowerShell 或「终端」里;用下面的完整包时不需要 Git):
```powershell ```powershell
winget install OpenJS.NodeJS.LTS winget install OpenJS.NodeJS.LTS
winget install Git.Git winget install Git.Git
``` ```
装完**关闭并重新打开**终端,`node -v` 应显示 v22 或更高(winget 的 LTS 目前是 v24.x,同样可用)。没有 winget 时从 <https://nodejs.org/zh-cn/download> 和 <https://git-scm.com/download/win> 下载安装。 装完**关闭并重新打开**终端,`node -v` 应显示 v22 或更高(winget 的 LTS 目前是 v24.x,同样可用)。没有 winget 时从 <https://nodejs.org/zh-cn/download> 和 <https://git-scm.com/download/win> 下载安装。
2. 下载代码,建议放在一个固定、短、**不在 OneDrive 同步范围内**的目录,例如: 2. 下载,二选一。建议放在一个固定、短、**不在 OneDrive 同步范围内**的目录,例如 `C:\Stronghold-Protocol`:
```powershell - **完整包(推荐)**:在仓库的 [Releases](https://github.com/sganggs/Stronghold-Protocol/releases) 页面下载最新版本(当前为 v0.1.0)的完整包 zip(已含依赖、前端库和全部素材,包括官方 3D 棋盘),解压后把里面的 `Stronghold-Protocol` 文件夹放到上述位置。不需要 Git,首次启动也不用再下载素材。素材版权归上海鹰角网络 / Yostar,仅限非商业使用,见 [NOTICE.md](../NOTICE.md)。
git clone <本仓库地址> C:\Stronghold-Protocol - **源码**:
``` ```powershell
3. 双击 `C:\Stronghold-Protocol\scripts\start-windows.bat`。首次会:安装依赖(`npm ci`)→ 复制前端库 → 下载约 250 MB 素材(显示进度,中断后再次启动会续传)→ 若检测到本机的明日方舟客户端,询问是否提取官方贴图(可跳过)→ 启动服务器并打开浏览器。 git clone https://github.com/sganggs/Stronghold-Protocol.git C:\Stronghold-Protocol
```
3. 双击 `C:\Stronghold-Protocol\scripts\start-windows.bat`。首次会:安装依赖(`npm ci`;完整包已含,跳过)→ 复制前端库 → 下载约 250 MB 素材(完整包已含,跳过;显示进度,中断后再次启动会续传)→ 若检测到本机的明日方舟客户端,询问是否提取官方贴图(可跳过)→ 启动服务器并打开浏览器。
4. 窗口里会打印朋友可用的地址,例如 `http://192.168.1.23:3000`。用另一台设备打开它确认能进入。关闭窗口即停止服务器。 4. 窗口里会打印朋友可用的地址,例如 `http://192.168.1.23:3000`。用另一台设备打开它确认能进入。关闭窗口即停止服务器。
等价的手动命令:`npm ci`、`node tools/setup.mjs`、`npm start`。 等价的手动命令:`npm ci`、`node tools/setup.mjs`、`npm start`。
@@ -100,7 +102,7 @@ node tools/setup.mjs # 补下载新增的素材(已有文件会
powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1 -Restart powershell -ExecutionPolicy Bypass -File scripts\install-service-windows.ps1 -Restart
``` ```
没装开机自启的话,最后一步改成重新双击 `start-windows.bat`。用 ZIP 下载的:解压新版本后,把旧目录里的 `public\assets`、`public\fonts`、`.cache` 和 `data\local-assets.json`(若有)复制过去,可避免重新下载。 没装开机自启的话,最后一步改成重新双击 `start-windows.bat`。用 Releases 完整包的:停止服务器,把新版本的完整包解压到新目录后从那里启动即可(素材已包含;装了开机自启的,在新目录重新运行一次 `install-service-windows.ps1`)。用 GitHub「Download ZIP」源码包的:解压新版本后,把旧目录里的 `public\assets`、`public\fonts`、`.cache` 和 `data\local-assets.json`(若有)复制过去,可避免重新下载。
## 2. 让不在同一网络的朋友加入 ## 2. 让不在同一网络的朋友加入
+7 -1
View File
@@ -4,6 +4,8 @@ This is the **single source of truth** for every implementer. Research lives in
Language: all player-facing text is **Simplified Chinese** (names/descriptions come from official data). Code, comments and identifiers are English. Language: all player-facing text is **Simplified Chinese** (names/descriptions come from official data). Code, comments and identifiers are English.
Versions: the first public release is **0.1.0** (`package.json`, `shared/constants.js APP_VERSION`) — the state described by this document, §20.15 included. The labels v1 / v2 / v2.1–v2.5.2 in §0, §14–§20 and in the BALANCE / SIM comparisons name the design generations and the private playtest builds that came before it; they are kept as history.
--- ---
## 0. Product scope (v1) ## 0. Product scope (v1)
@@ -112,6 +114,8 @@ tools/
test/ node:test suites; test/e2e/ browser + bot tests test/ node:test suites; test/e2e/ browser + bot tests
docs/ DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/ docs/ DESIGN.md (this), DATA.md, SIM.md, META.md, ASSETS.md, BALANCE.md, DEPLOY.md, PLAYING.md, research/
(the wire protocol is normative in shared/protocol.js itself) (the wire protocol is normative in shared/protocol.js itself)
LICENSE GPL-3.0-or-later (the project's code); NOTICE.md: scope, non-commercial game assets, the Spine
Runtimes linking permission; THIRD-PARTY-NOTICES.md: libraries, fonts, data sources
``` ```
Ownership rule for parallel agents: **only edit files assigned to you**; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (`shared/*`, `docs/DESIGN.md`) are owned by the architect. Ownership rule for parallel agents: **only edit files assigned to you**; if you need a change in someone else's file, write it in your final report instead (the integrator applies it). Shared files (`shared/*`, `docs/DESIGN.md`) are owned by the architect.
@@ -951,6 +955,8 @@ Official since the follow-up — read from the client binary (research 11, §20.
Settled by the user ("保持固定血量"): the co-op leader pool does not shrink when players are eliminated — `config bossHpScale.aliveScaling` is **false** (pool = bloodPoint whatever the number of alive players; one community note, 巴哈姆特 12294, said otherwise) (§20.10); flip: `aliveScaling: true` (× alive / 4). Settled by the user ("保持固定血量"): the co-op leader pool does not shrink when players are eliminated — `config bossHpScale.aliveScaling` is **false** (pool = bloodPoint whatever the number of alive players; one community note, 巴哈姆特 12294, said otherwise) (§20.10); flip: `aliveScaling: true` (× alive / 4).
Settled by the user (2026-10-02, after v2.5.2: "共享阵地按你说的规则就行"): on a shared field (联防, Final Assault / Hidden Core) the bond strip follows the player of the half the ‹ › pill points at; on 全景 or an empty half it shows your own bonds when you fight there, else the teammate picked with 前往查看 or the field's first player — never your own (§20.15); rule: `public/js/ui/watchBonds.js bondOwnerId`.
Still [ASSUMED] (each in its section): the class rows covering every MANUAL skill (§20.2); skill-summon redeploys free and never while the owner is away (§20.1); the 1-HP pool floor and the server-order verdict (§20.5); a short promotion tier topping up from below and “神秘顾客” keeping the band bounties (§20.6); the 弹道 column for unclassified pushes and the other displacement details (§20.3); 枯朽战车's skill firing on its blocker at 100 % and content enemy skills keeping a point radius (§20.4); the gauge's refill colour and placement (§20.8); the 机变 card's phone sizes (§20.7); the elite's tile among several deployed copies (the first in deploy order), a transformed carrier's tile and the elite's fresh summon stack (§20.11); "strongest" rather than "latest" for same-named debuffs, which "最大生命值" the 胄 drone link reads (the pool), the 剑 / 锤 dive hits passing on, the springs' split and the solo pool × 0.25 (§20.10); the scene server clamping prep gains like the client, a cancelled hit showing nothing, a passed-on loss being one hit and the order blocks → 限伤 → HP shields (§20.12); 胄's unread `max_hp` 0.5, the untargetable 初始模式 and a replacement copy inheriting only the HP (§20.13); talent debuffs keyed per source unit (two copies of one operator each apply theirs, §20.14). Still [ASSUMED] (each in its section): the class rows covering every MANUAL skill (§20.2); skill-summon redeploys free and never while the owner is away (§20.1); the 1-HP pool floor and the server-order verdict (§20.5); a short promotion tier topping up from below and “神秘顾客” keeping the band bounties (§20.6); the 弹道 column for unclassified pushes and the other displacement details (§20.3); 枯朽战车's skill firing on its blocker at 100 % and content enemy skills keeping a point radius (§20.4); the gauge's refill colour and placement (§20.8); the 机变 card's phone sizes (§20.7); the elite's tile among several deployed copies (the first in deploy order), a transformed carrier's tile and the elite's fresh summon stack (§20.11); "strongest" rather than "latest" for same-named debuffs, which "最大生命值" the 胄 drone link reads (the pool), the 剑 / 锤 dive hits passing on, the springs' split and the solo pool × 0.25 (§20.10); the scene server clamping prep gains like the client, a cancelled hit showing nothing, a passed-on loss being one hit and the order blocks → 限伤 → HP shields (§20.12); 胄's unread `max_hp` 0.5, the untargetable 初始模式 and a replacement copy inheriting only the HP (§20.13); talent debuffs keyed per source unit (two copies of one operator each apply theirs, §20.14).
### 20.10 Final Assault leader HP and damage (user report after playtest #6, 2026-10-01) — `server/sim/constants.js DIRECT_BONUS_STACKING`, `content/support directMods`, `sim/Battle.js applyStrongest / loseHp sourceless`, content bonds / bands / items / choices / garrisons / kits tier4, `content/bosses.js PART_TRANSFER / DRONE_LINK_BASE`, `match/gamedata.js bossPoolHp / bossPoolShare`, `match/finalAssault.js`, `data/config.json bossHpScale` ### 20.10 Final Assault leader HP and damage (user report after playtest #6, 2026-10-01) — `server/sim/constants.js DIRECT_BONUS_STACKING`, `content/support directMods`, `sim/Battle.js applyStrongest / loseHp sourceless`, content bonds / bands / items / choices / garrisons / kits tier4, `content/bosses.js PART_TRANSFER / DRONE_LINK_BASE`, `match/gamedata.js bossPoolHp / bossPoolShare`, `match/finalAssault.js`, `data/config.json bossHpScale`
@@ -1040,7 +1046,7 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
- a teammate's battle watched after the own one; - a teammate's battle watched after the own one;
- the field an eliminated player auto-observes; - the field an eliminated player auto-observes;
- a field picked in the legacy view switcher. - a field picked in the legacy view switcher.
- **A shared field** (联防 `'u'`, boss / hidden `'b1'` / `'b2'`) **[ASSUMED — no source shows the strip there]**: - **A shared field** (联防 `'u'`, boss / hidden `'b1'` / `'b2'`) — **settled by the user** (2026-10-02: "共享阵地按你说的规则就行"; no official source shows the strip there):
1. If the ‹ › pill points at a half that a player holds → that player. The pill's "你自己" means yours; "👁 name" means theirs. 1. If the ‹ › pill points at a half that a player holds → that player. The pill's "你自己" means yours; "👁 name" means theirs.
2. Else (全景, an empty half "无人在家", or no pill), if you fight on that field → yours. 2. Else (全景, an empty half "无人在家", or no pill), if you fight on that field → yours.
3. Else (you are not on the field: a 联防 leaker, an eliminated spectator) → never your own. The strip shows the teammate you picked with 前往查看 if they are on that field, else the field's first listed player (helper 1 / the pair's first seat). 3. Else (you are not on the field: a 联防 leaker, an eliminated spectator) → never your own. The strip shows the teammate you picked with 前往查看 if they are on that field, else the field's first listed player (helper 1 / the pair's first seat).
+1
View File
@@ -8,6 +8,7 @@
"name": "stronghold-protocol-covenant", "name": "stronghold-protocol-covenant",
"version": "0.1.0", "version": "0.1.0",
"hasInstallScript": true, "hasInstallScript": true,
"license": "GPL-3.0-or-later",
"dependencies": { "dependencies": {
"htm": "^3.1.1", "htm": "^3.1.1",
"pixi-spine": "^4.0.6", "pixi-spine": "^4.0.6",
+18 -1
View File
@@ -2,7 +2,24 @@
"name": "stronghold-protocol-covenant", "name": "stronghold-protocol-covenant",
"version": "0.1.0", "version": "0.1.0",
"private": true, "private": true,
"description": "明日方舟「卫戍协议:盟约」同人联机网页复刻", "description": "明日方舟「卫戍协议:盟约」非官方同人联机网页复刻(1–4 人合作,Node.js 服务器 + 浏览器客户端)",
"license": "GPL-3.0-or-later",
"homepage": "https://github.com/sganggs/Stronghold-Protocol#readme",
"repository": {
"type": "git",
"url": "git+https://github.com/sganggs/Stronghold-Protocol.git"
},
"bugs": {
"url": "https://github.com/sganggs/Stronghold-Protocol/issues"
},
"keywords": [
"arknights",
"auto-chess",
"tower-defense",
"co-op",
"browser-game",
"fan-game"
],
"type": "module", "type": "module",
"main": "server/index.js", "main": "server/index.js",
"scripts": { "scripts": {
+2 -2
View File
@@ -9,7 +9,7 @@
// pure CSS/SVG (radar, ridgelines, glow), so it never issues a request that can 404. // pure CSS/SVG (radar, ridgelines, glow), so it never issues a request that can 404.
import { useMemo, useState } from '../../vendor/hooks.module.js'; import { useMemo, useState } from '../../vendor/hooks.module.js';
import { NAME_MAX_LEN } from '../../../shared/constants.js'; import { NAME_MAX_LEN, APP_VERSION } from '../../../shared/constants.js';
import { html, Button, Icon, MicroLabel, TextField, PingPill } from '../ui/components.js'; import { html, Button, Icon, MicroLabel, TextField, PingPill } from '../ui/components.js';
import { GuideButton } from '../ui/guide.js'; import { GuideButton } from '../ui/guide.js';
import { toast } from '../ui/toasts.js'; import { toast } from '../ui/toasts.js';
@@ -265,7 +265,7 @@ export function TitleScreen() {
<footer class="title-foot"> <footer class="title-foot">
<span>非官方同人复刻 · 游戏素材版权归 上海鹰角网络 / Yostar 所有</span> <span>非官方同人复刻 · 游戏素材版权归 上海鹰角网络 / Yostar 所有</span>
<${MicroLabel}>PROTOCOL v1 · WEB SIMULATION<//> <${MicroLabel}>v${APP_VERSION} · WEB SIMULATION<//>
</footer> </footer>
</div>`; </div>`;
} }
+2 -2
View File
@@ -6,8 +6,8 @@
// * a teammate's board in prep (前往查看, research 09 §3.1 "their board, read-only, including their pen and bonds"), a // * a teammate's board in prep (前往查看, research 09 §3.1 "their board, read-only, including their pen and bonds"), a
// teammate's battle watched after the own one ended, the field an eliminated player auto-observes → THAT player's // teammate's battle watched after the own one ended, the field an eliminated player auto-observes → THAT player's
// bonds (m.public players[].bonds); // bonds (m.public players[].bonds);
// * a shared field (联防 'u', the Final Assault / Hidden Core pair 'b1' / 'b2') [ASSUMED — no source shows the strip // * a shared field (联防 'u', the Final Assault / Hidden Core pair 'b1' / 'b2') — no source shows the strip there; this
// there]: the player holding the half the ‹ › pill points at ("你自己" → yours, "👁 name" → theirs). On 全景 (or an // rule was settled by the user (DESIGN §20.15): the player holding the half the ‹ › pill points at ("你自己" → yours, "👁 name" → theirs). On 全景 (or an
// empty half, "无人在家"): yourself when you fight on that field; a viewer who does not (a 联防 leaker, an eliminated // empty half, "无人在家"): yourself when you fight on that field; a viewer who does not (a 联防 leaker, an eliminated
// spectator) never sees their own bonds there — the teammate they picked with 前往查看 (official observing targets a // spectator) never sees their own bonds there — the teammate they picked with 前往查看 (official observing targets a
// player: ObserveUp / DeadAutoObDn { obIndex }), else the field's first player (helper 1 / the pair's first seat; // player: ObserveUp / DeadAutoObDn { obIndex }), else the field's first player (helper 1 / the pair's first seat;
+4 -4
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@@ -13,7 +13,7 @@
// compressed once and cached in memory); strong ETag + Last-Modified with 304s; Cache-Control // compressed once and cached in memory); strong ETag + Last-Modified with 304s; Cache-Control
// (html & code/data: no-cache + revalidate; public/assets|fonts|vendor: 1 day; any `?v=` URL: immutable); // (html & code/data: no-cache + revalidate; public/assets|fonts|vendor: 1 day; any `?v=` URL: immutable);
// single byte-range requests (206/416, used by <audio>); traversal & dotfile protection; 404 page. // single byte-range requests (206/416, used by <audio>); traversal & dotfile protection; 404 page.
// * GET /healthz → JSON status (rooms, matches, sessions, sockets). // * GET /healthz → JSON status (protocol `version`, release `app`, rooms, matches, sessions, sockets).
// * WebSocket (ws) at /ws, maxPayload 64 KB → server/net.js Network → server/lobby.js Lobby. // * WebSocket (ws) at /ws, maxPayload 64 KB → server/net.js Network → server/lobby.js Lobby.
// * Env: PORT (default 3000), HOST (default 0.0.0.0), TRUST_PROXY ('auto' default: honour CF-Connecting-IP / // * Env: PORT (default 3000), HOST (default 0.0.0.0), TRUST_PROXY ('auto' default: honour CF-Connecting-IP /
// X-Real-IP / X-Forwarded-For only from loopback/private peers such as a local cloudflared; '1' always; '0' never). // X-Real-IP / X-Forwarded-For only from loopback/private peers such as a local cloudflared; '1' always; '0' never).
@@ -38,7 +38,7 @@ import { WebSocketServer } from 'ws';
import { Network, SessionRegistry, NET_DEFAULTS } from './net.js'; import { Network, SessionRegistry, NET_DEFAULTS } from './net.js';
import { Lobby } from './lobby.js'; import { Lobby } from './lobby.js';
import { getData, loadData } from './data.js'; import { getData, loadData } from './data.js';
import { PROTOCOL_VERSION } from '../shared/constants.js'; import { PROTOCOL_VERSION, APP_VERSION } from '../shared/constants.js';
/** Repository root. */ /** Repository root. */
export const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..'); export const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..');
@@ -540,7 +540,7 @@ export async function startServer(opts = {}) {
} }
if (parts.rawPath === '/healthz') { if (parts.rawPath === '/healthz') {
sendJson(req, res, 200, { sendJson(req, res, 200, {
ok: true, version: PROTOCOL_VERSION, uptimeSec: Math.round((Date.now() - startedAt) / 1000), ok: true, version: PROTOCOL_VERSION, app: APP_VERSION, uptimeSec: Math.round((Date.now() - startedAt) / 1000),
sockets: network.connectionCount, sessions: registry.size, ...lobby.stats(), sockets: network.connectionCount, sessions: registry.size, ...lobby.stats(),
}); });
return; return;
@@ -639,7 +639,7 @@ async function main() {
else console.error('[boot] failed to start', e); else console.error('[boot] failed to start', e);
process.exit(1); process.exit(1);
} }
console.log('\n 卫戍协议:盟约 · Stronghold Protocol: Covenant'); console.log(`\n 卫戍协议:盟约 · Stronghold Protocol: Covenant v${APP_VERSION}`);
console.log(` Local: ${srv.url}`); console.log(` Local: ${srv.url}`);
if (srv.host === '0.0.0.0' || srv.host === '::') { if (srv.host === '0.0.0.0' || srv.host === '::') {
for (const u of lanUrls(srv.port)) console.log(` LAN: ${u}`); for (const u of lanUrls(srv.port)) console.log(` LAN: ${u}`);
+3
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@@ -1,6 +1,9 @@
// Shared enums & constants (server + browser). Pure ESM, no Node APIs. // Shared enums & constants (server + browser). Pure ESM, no Node APIs.
export const PROTOCOL_VERSION = 1; export const PROTOCOL_VERSION = 1;
/** Release version shown to players (title screen, server banner, /healthz). Kept equal to package.json "version"
* (test/version.test.js); PROTOCOL_VERSION above is the separate wire-format number. */
export const APP_VERSION = '0.1.0';
export const MAX_SEATS = 4; export const MAX_SEATS = 4;
export const ROOM_CODE_LEN = 4; export const ROOM_CODE_LEN = 4;
+50
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@@ -0,0 +1,50 @@
// Release metadata: one version everywhere (package.json, package-lock.json, shared/constants.js APP_VERSION shown on
// the title screen, the server banner and /healthz), the GPL-3.0-or-later licence (LICENSE, package.json, lockfile) and
// the notice files the README and the release bundle point at.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync, existsSync } from 'node:fs';
import { join, dirname } from 'node:path';
import { fileURLToPath } from 'node:url';
import { APP_VERSION, PROTOCOL_VERSION } from '../shared/constants.js';
const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..');
const read = (p) => readFileSync(join(ROOT, p), 'utf8');
const pkg = JSON.parse(read('package.json'));
const lock = JSON.parse(read('package-lock.json'));
test('one release version: package.json, package-lock.json and APP_VERSION', () => {
assert.match(APP_VERSION, /^\d+\.\d+\.\d+$/);
assert.equal(pkg.version, APP_VERSION);
assert.equal(lock.version, APP_VERSION);
assert.equal(lock.packages[''].version, APP_VERSION);
assert.equal(PROTOCOL_VERSION, 1, 'the wire protocol number is separate from the release version');
assert.equal(pkg.private, true, 'never published to npm');
});
test('the release version is what players see', () => {
assert.match(read('public/js/screens/title.js'), /v\$\{APP_VERSION\}/, 'title screen footer');
assert.ok(!/PROTOCOL v1/.test(read('public/js/screens/title.js')), 'no protocol number posing as a version');
const server = read('server/index.js');
assert.match(server, /Stronghold Protocol: Covenant v\$\{APP_VERSION\}/, 'boot banner');
assert.match(server, /app: APP_VERSION/, '/healthz');
});
test('GPL-3.0-or-later: LICENSE, package metadata and notices', () => {
const license = read('LICENSE');
assert.match(license.slice(0, 200), /GNU GENERAL PUBLIC LICENSE\s+Version 3, 29 June 2007/);
assert.match(license, /END OF TERMS AND CONDITIONS/);
assert.equal(pkg.license, 'GPL-3.0-or-later');
assert.equal(lock.packages[''].license, 'GPL-3.0-or-later');
assert.match(pkg.repository.url, /github\.com\/sganggs\/Stronghold-Protocol/);
for (const f of ['NOTICE.md', 'THIRD-PARTY-NOTICES.md', 'tools/local-extract/LICENSE-Ark-Unpacker.txt']) {
assert.ok(existsSync(join(ROOT, f)), f);
}
const notice = read('NOTICE.md');
assert.match(notice, /GPL-3\.0-or-later/);
assert.match(notice, /非商业/);
assert.match(notice, /section 7/, 'the Spine Runtimes linking permission');
const aklz4 = read('tools/local-extract/aklz4.py');
assert.match(aklz4, /SPDX-License-Identifier: BSD-3-Clause/);
assert.match(aklz4, /Copyright \(c\) 2022, Harry Huang/);
});
+1 -1
View File
@@ -194,7 +194,7 @@ async function main() {
const port = await probePort(opts.port, opts.host); const port = await probePort(opts.port, opts.host);
if (port.state === 'ours') { if (port.state === 'ours') {
const h = port.health; const h = port.health;
row('ok', `端口 ${opts.port}`, `服务器正在运行:运行 ${h.uptimeSec}s · 房间 ${h.rooms ?? '?'} · 对局 ${h.matches ?? '?'} · 连接 ${h.sockets ?? '?'}`); row('ok', `端口 ${opts.port}`, `服务器正在运行${h.app ? `(v${h.app})` : ''}:运行 ${h.uptimeSec}s · 房间 ${h.rooms ?? '?'} · 对局 ${h.matches ?? '?'} · 连接 ${h.sockets ?? '?'}`);
} else if (port.state === 'free') row('ok', `端口 ${opts.port}`, '空闲(服务器未运行;npm start 启动)'); } else if (port.state === 'free') row('ok', `端口 ${opts.port}`, '空闲(服务器未运行;npm start 启动)');
else if (port.state === 'denied') row('err', `端口 ${opts.port}`, '没有权限监听(Linux 上 < 1024 的端口需要 root)→ 换一个 PORT'); else if (port.state === 'denied') row('err', `端口 ${opts.port}`, '没有权限监听(Linux 上 < 1024 的端口需要 root)→ 换一个 PORT');
else row('err', `端口 ${opts.port}`, `被其他程序占用(${port.code})→ 关闭它或换端口:${IS_WIN ? '$env:PORT=3001; npm start' : 'PORT=3001 npm start'}`); else row('err', `端口 ${opts.port}`, `被其他程序占用(${port.code})→ 关闭它或换端口:${IS_WIN ? '$env:PORT=3001; npm start' : 'PORT=3001 npm start'}`);
@@ -0,0 +1,33 @@
tools/local-extract/aklz4.py implements the LZ4AK block decoding of isHarryh/Ark-Unpacker
(https://github.com/isHarryh/Ark-Unpacker), as carried by MooncellWiki/UnityPy, and is distributed
under the following licence (not under the GPL of the rest of this project):
BSD 3-Clause License
Copyright (c) 2022, Harry Huang
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+4
View File
@@ -1,4 +1,8 @@
# LZ4AK decompressor for Arknights bundles (algorithm from isHarryh/Ark-Unpacker, BSD-3, via MooncellWiki/UnityPy) # LZ4AK decompressor for Arknights bundles (algorithm from isHarryh/Ark-Unpacker, BSD-3, via MooncellWiki/UnityPy)
# SPDX-License-Identifier: BSD-3-Clause
# Copyright (c) 2022, Harry Huang (isHarryh/Ark-Unpacker). Unlike the rest of this project (GPL-3.0-or-later), this
# file is distributed under the BSD 3-Clause License of Ark-Unpacker: tools/local-extract/LICENSE-Ark-Unpacker.txt
# (UnityPy, which it plugs into, is MIT; see THIRD-PARTY-NOTICES.md).
import lz4.block import lz4.block
from UnityPy.helpers import CompressionHelper from UnityPy.helpers import CompressionHelper
from UnityPy.enums.BundleFile import CompressionFlags from UnityPy.enums.BundleFile import CompressionFlags