feedback1b WG: 奥术 re-measured; bonds the mode never activates read 本局禁用

Player report after 0.1.0: "奥术盟约不生效". Measured on a real 险境 battle
(Match._normalOpts) and the same battle from its BattleSpec (browser path):
the bond works - member arts hits debuff the target x(1.2 + 0.01*L) for 3 s,
later arts hits land multiplied, the 3-member tier gives x1.4 below 50 % HP,
in-battle layer gains apply live, browser = server.

What a player sees instead: 标准模拟 switches 奥术 off (official
inactiveBondIdList, with 9 other bonds) while 深靛 洛洛 阿罗玛 夕 圣聆初雪 stay in
the pool through their other bond; their cards showed 奥术 like any bond and
the detail chip read "0/2 未激活" with three deployed. Shop / reward cards,
the detail card's bond chips and the bond popup now mark such a bond
本局禁用 (gameLogic modeOffBonds over config.modes[modeId].inactiveBondIds).

The PRTS 盟约记录 奥术 note (one instance per unit and target) is documented
next to the one-effective-instance rule it fits (SIM.md, bond header).
This commit is contained in:
sganggs committed 2026-10-03 02:31:35 +08:00
1 parent 7f134737ce
commit b4fa21a0a6
11 files changed
+295 -39

No files matched your search

+16 -10
View File
@@ -1,5 +1,6 @@
// Bottom shop bar (research 06 §11.2 / D3): LEVEL card (upgrade price hex, 升级), 3–5 operator cards
// (tier chip, price hex with discount/markup colours, portrait, bonds, class, frozen overlay, sold state,
// (tier chip, price hex with discount/markup colours, portrait, bonds — a bond the mode never activates struck through,
// 本局禁用 — class, frozen overlay, sold state,
// merge progress), the item card, the funds card with ✕ 收起; above it 剩余可放置角色, 冻结/解冻 and 刷新.
// Buying and upgrading take two taps (research 09 §5 / §6.5, official `EventOnFirstClick` → `EventOnConfirm` /
// `EventOnUpgrade`): the first tap selects a card — it lifts and enlarges, its detail opens and it shows 确认购买
@@ -19,7 +20,7 @@
import { useEffect, useState } from '../../vendor/hooks.module.js';
import { html, Icon, HexBadge, TierChip, Tooltip, MicroLabel } from './components.js';
import { Img, BondGlyph, CoinGlyph, GIcon, RichText } from './gameComponents.js';
import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout } from './gameLogic.js';
import { priceTone, mergeProgress, mergeTarget, shopBlockReason, chessLoadout, briefingBondTip } from './gameLogic.js';
import { chessPortraitUrl, itemIconUrl, profIconUrl, uiUrl, skillIconUrl, skillRecordIconUrl, moduleTypeIconUrl } from './assetUrls.js';
import { data } from '../data.js';
@@ -58,7 +59,7 @@ function ArmedTag({ reason, free }) {
* @param {{ slot:any, idx:number, priv:any, frozen?:boolean, reason?:string|null, free?:boolean, armed?:boolean,
* onTap?:(idx:number)=>void, onBuy:Function, onDetail:Function }} props
*/
export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail }) {
export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free = false, armed = false, onTap = null, onBuy, onDetail, offBonds = null }) {
const c = data.lookup('chess', slot.id);
const m = data.get('assets');
const tier = c?.tier ?? 1;
@@ -86,7 +87,11 @@ export function ChessCard({ slot, idx, priv, frozen = false, reason = null, free
${lo?.skill ? html`<${SkillBadge} chess=${c} lo=${lo} />` : null}
<span class="scard__name">${c?.name || slot.id}</span>
<span class="scard__bonds">
${bonds.slice(0, 3).map((b) => html`<span key=${b} class="scard__bond"><${BondGlyph} bondId=${b} /><span>${data.lookup('bonds', b)?.name || b}</span></span>`)}
${bonds.slice(0, 3).map((b) => {
const name = data.lookup('bonds', b)?.name || b;
const off = !!(offBonds && offBonds.has(b)); // a bond this mode never activates (gameLogic modeOffBonds)
return html`<span key=${b} class=${cx('scard__bond', off && 'is-off')} title=${off ? briefingBondTip(name, 'off') : undefined}><${BondGlyph} bondId=${b} /><span>${name}</span></span>`;
})}
</span>
<span class="scard__class">
<${Img} src=${profIconUrl(m, c?.profession)} class="scard__prof" />
@@ -213,7 +218,7 @@ export function useTwoTap({ editable, keys }) {
* Promotion reward (research 00 §3): after a merge the operator cards of the bar are replaced by 3 free operators of
* tier min(level+1, 6); pick 1 (g.reward idx) or put it off (稍后选择 → the normal shop + a reminder pill).
*/
function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed, onTap }) {
function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed, onTap, offBonds = null }) {
return html`<div class="shopbar__reward" role="group" aria-label="晋升奖励">
<div class="rwtag">
<${Icon} name="crown" class="rwtag__icon" />
@@ -224,7 +229,7 @@ function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed,
</div>
<div class="shopbar__rwcards">
${offer.slots.map((s, i) => (s && !s.sold
? html`<${ChessCard} key=${`rw${i}:${s.id}`} slot=${{ ...s, price: 0 }} idx=${i} priv=${priv} free=${true}
? html`<${ChessCard} key=${`rw${i}:${s.id}`} slot=${{ ...s, price: 0 }} idx=${i} priv=${priv} free=${true} offBonds=${offBonds}
armed=${armed === armKey('r', i, s)} onTap=${(idx) => onTap('r', idx, s, 'chess', shopBlockReason('reward', { priv, editable, slot: s, ...LOOKUPS }), onPick)}
reason=${shopBlockReason('reward', { priv, editable, slot: s, ...LOOKUPS })} onBuy=${onPick} onDetail=${onDetail} />`
: html`<div key=${`rw${i}`} class="scard scard--sold"><span class="scard__soldtxt"><span>已选择</span></span></div>`))}
@@ -237,10 +242,11 @@ function RewardCards({ offer, priv, editable, onPick, onDetail, onLater, armed,
* @param {{ priv:any, editable:boolean, collapsed:boolean, onCollapse:(c:boolean)=>void,
* onBuy:(i:number)=>void, onLevel:Function, onRefresh:Function, onFreeze:Function, onDetail:(id:string, kind?:string, hint?:string|null)=>void,
* onDetailClose?: () => void, onRefuse?: (reason: string) => void, barRef:any,
* reward?: any, onReward?: (idx:number)=>void, onRewardLater?: Function }} props
* reward?: any, onReward?: (idx:number)=>void, onRewardLater?: Function, offBonds?: Set<string>|null }} props — offBonds:
* the bonds this mode never activates (gameLogic modeOffBonds), struck through on the operator cards
*/
export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel, onRefresh, onFreeze, onDetail, onDetailClose, onRefuse, barRef,
reward = null, onReward, onRewardLater, onArm = null }) {
reward = null, onReward, onRewardLater, onArm = null, offBonds = null }) {
const shop = priv?.shop || {};
const slots = Array.isArray(shop.slots) ? shop.slots : [];
const chessSlots = slots.map((s, i) => ({ s, i })).filter(({ s }) => !s || s.kind !== 'item');
@@ -308,12 +314,12 @@ export function ShopBar({ priv, editable, collapsed, onCollapse, onBuy, onLevel,
<div class="shopbar__row">
<${LevelCard} shop=${shop} reason=${lvReason} armed=${armed === 'lv'} onTap=${tapLevel} />
${showReward ? html`<${RewardCards} offer=${reward} priv=${priv} editable=${editable} onPick=${onReward} onDetail=${onDetail} onLater=${onRewardLater}
armed=${armed} onTap=${tapCard} />`
armed=${armed} onTap=${tapCard} offBonds=${offBonds} />`
: html`<div class="shopbar__cards">
${chessSlots.map(({ s, i }) => {
if (!s || s.sold) return html`<${SoldCard} key=${`s${i}`} />`;
const reason = shopBlockReason('buy', { priv, editable, slot: s, ...LOOKUPS });
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail}
return html`<${ChessCard} key=${`c${i}:${s.id}`} slot=${s} idx=${i} priv=${priv} frozen=${frozen} onBuy=${onBuy} onDetail=${onDetail} offBonds=${offBonds}
reason=${reason} armed=${armed === armKey('c', i, s)} onTap=${editable ? (idx) => tapCard('c', idx, s, 'chess', reason, onBuy) : null} />`;
})}
</div>`}