feedback4: merge master — PR #73 (operator battle voices); golden regenerated: every moved roster / bonds / fields scenario differs only in events.engage (the sim's new 'engage' event for the voice slot; no gameplay change), matches unchanged

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sganggs committed 2026-10-06 01:55:26 +08:00
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@@ -1476,6 +1476,20 @@ Two public GitHub issues after 0.1.0, both client-only. Normative lines rewritte
- Tests: `test/sim/feedback1-tank-triggers.test.js` (the data, kit = data, the real battle for the six and for every other MANUAL 重装 record), `test/data.test.js`, `kits_t1t2` / `kits_alt_t1` (PR #12's), `kits_alt_t2` (灰毫 S2), `kits_t5` / `kits_alt_t5` (号角), `test/docs-consistency.test.js`.
- Extended 2026-10-04: 余 S2 (SKILL_RANGE on its x-1, §22.10); 14 records deviate now.
### 21.30 干员战斗语音: an operator's official lines, in battle only (user request, 2026-10-03) — `tools/assets/plan.mjs` (`voiceSlots`), `tools/assets/audio.mjs` (`indexVoice` / `VOICE_SLOTS` / `VOICE_BATTLE_SLOTS` / `VOICE_PREP_SLOTS` / `VOICE_DIRS`), `tools/assets/cache.mjs`, `tools/fetch-assets.mjs --voice-lang / --voice-all`, `public/js/audio.js` (`VOICE_PRIORITY` / `VOICE_COOLDOWN_MS` / `VoiceGate` / `resultVoiceSlot` / `resultSpeaker` / `voice()`), `server/sim/ai.js performAttack 'engage'`, `battle/runner.js emit('result')`, `screens/game.js onResult`, `ui/detailPanel.js voice`, `ui/settings.js`, `ui/gameLogic.js sanitizeSettings`
User: 「给每个卫戍干员都加语音」, then, after the first build, 「整备阶段不需要干员语音,战斗开始后才需要语音,也就是只需要作战中语音」.
**Where the lines come from.** Every operator the mode can field already has official battle lines in the same voice dump the BGM and SFX come from — `voice_cn/{charId}/cn_nn.mp3` (JP/EN/KR: `voice/`, `voice_en/`, `voice_kr/`, the same file names, `tools/fetch-assets.mjs --voice-lang=jp|en|kr`). `charword_table.json`'s `placeType` says when each line is used, and `indexVoice()` turns it into the manifest's `audio.voice[charId]`: 行动出发 `start` (BATTLE_START), 行动开始 `faceEnemy` (BATTLE_FACE_ENEMY), 选中干员 `select`, 部署 `place`, 作战中1-4 `skill1..skill4` (BATTLE_SKILL_N), 编入队伍 `squad`, 任命队长 `squadFirst`, 结算 `resultFour/Three/Two/Lose` (完成高难行动 / 3星结束行动 / 非3星结束行动 / 行动失败) and 干员报到 `gacha`. A slot with several lines stays an array and the client draws one. Only the base word key is planned (`wordKey === charId`): the dump has no folder for a skin variant's word key (`char_x_ita`, `char_x_epoque#28`), so those lines 404. **Only the slots a battle can play are planned** (`audio.mjs VOICE_BATTLE_SLOTS`): 干员报到 / 编入队伍 / 任命队长 are lines of the official client's own 养成 / 编队 UI, nothing in this mode ever requests them (`test/docs-consistency.test.js` checks the client's `voice(...)` call sites), and downloading them cost 360 files (19.3 MB) on every run — `--voice-all` adds them back for the complete official set. Measured: 120 of the 121 in-mode charIds have a full set — the 17 预备干员 and the mode's own 盟约·辅助干员 have no battle voice at all, so they simply get no entry — 1680 lines of the 2040 upstream, in a manifest of 5694 files / 324.2 MB (files and `stats.voiceChars` in `data/assets.json`).
**Where each line plays — battle only.** Every line comes from a running battle's own event stream or from its settlement, so no hook needs a phase check and the 休整期 stays silent: the shop does not say 干员报到 (a merge-completing buy neither says 任命队长), a retreat does not say 编入队伍 and dragging a piece onto the board in prep says nothing. In battle: 开战 — the first operator deployed says 行动出发 and the others 部署 (the sim's `deploy` events; `setFieldUnits` resets the flag per field — in this mode every piece enters at once, which is why the gate below exists, and a knocked-out operator's redeploy says 部署 again); 接敌 — the sim's new `['engage', id]` (a unit's first attack that hits an enemy, official ENCOUNTER_ENEMY); 技能 — `skillN` from the unit's `skillIndex` (作战中1-4); 选中 — the detail panel opening on an operator **while a battle runs** (`DetailPanel voice` = the game screen's `combat`); 结算 — `resultVoiceSlot()`: 完美作战 ⇒ 3星结束行动 (绝境 / 终极 ⇒ 完成高难行动), 有漏怪 ⇒ 非3星结束行动, 一个没杀 ⇒ 行动失败, spoken by a drawn operator **of that battle's own field** (`resultSpeaker`, from the result's `perPlayer.unitsEnd`: the operators of that field, survivors first, a summon piece never), driven by the runner's new `emit('result', …)` — never the field on screen, so watching a teammate cannot put their operator's voice on the viewer's settlement line (review on #73).
**Why a channel, not SFX.** Voices are 1–4 s long and a battle deploys eight operators, then fires dozens of skills; playing them like SFX would flood the mix. `VoiceGate` copies the official scheduling data (`audio_data.json battleVoice.voiceTypeOptions`): one line at a time, a 1.2 s global gap, a per-unit per-slot cooldown (10 s for 作战中, 3 s for 接敌, 1.5 s for 选中) and takeover when a line's priority beats the playing one by a margin (the official 0.1 s `crossfade`) — the priorities are the official ones (BATTLE_START 100, ENCOUNTER_ENEMY 90, SKILL_ACTIVE 70, PLACE_CHAR 20, FOCUS_CHAR 10) and the settlement lines get 85, above 作战中 but below 接敌. Every deferred step of a line — its decode, its `onended`, the safety timer — carries its own token and returns without touching the gate once it is stale, so a line taken over while it was still loading can never free the channel its replacement just took (review on #73). The channel has its own gain and its own slider (设置 干员语音 / VOICE; `sanitizeSettings` adds `voice`, so a saved profile without it keeps the default and players can turn voices down without losing SFX). The buffer cache also gained a decoded-PCM budget (64 MB) beside its 180-entry cap: a voice decodes to ~0.4–1.3 MB, and 180 of them would be ~100 MB.
**[ASSUMED].** 接敌 as "the unit's first attack on an enemy" (the official trigger is the first enemy it encounters, not necessarily one it hits) and the settlement mapping (漏怪 ⇒ 非3星, 完美作战 in 绝境 / 终极 ⇒ 完成高难行动) are our readings. Lines follow the field on screen: watching a teammate's battle (前往查看) plays *their* operators' lines, while the settlement line fires for the player's own battle only (`e.own`, `battle/runner.js`) and is spoken by an operator of that battle's own field (`resultSpeaker`). 部署 and 选中干员 stay in the plan although the official groups them with the prep lines: a battle *does* play them (the first operator says 行动出发 and the others 部署, and the detail panel says 选中 while a battle runs), so only the three slots no call site ever asks for are dropped — `VOICE_PRIORITY` / `VOICE_COOLDOWN_MS` keep every level, so `--voice-all` restores 编入队伍 / 任命队长 / 干员报到 for the day the 休整期 speaks again.
- Tests: `test/ui/audio.test.js` (the priority table, the settlement slot and its speaker, the gate's global gap / per-unit cooldown / takeover, the stale-callback regression, and the battle events that drive the lines against a fake Web Audio), `test/ui/gameLogic.test.js` (the `voice` setting), `test/sim/battle.test.js` (the wire format: every emitted tuple is a known `EV` — the new `engage` included); the manifest's 1680 voice paths are covered by `test/assets.test.js`.
## 22. GitHub issues after 0.1.1 (v0.1.2)
Public GitHub issues filed after the 0.1.1 release (2026-10-03), each triaged against 0.1.1 first; the real ones were fixed for 0.1.2 in fix branches WA–WL, each independently reviewed before it was merged into `feedback2`. Where each is handled: #25 back-facing operators keep their attack pose when knocked out → §22.1; #51 突袭's idle redeploy → §22.2; #33 items 1–2 阿戈尔's devour and 乌尔比安 S3 → §22.3; #33 item 6 活性源石, with the 沼泽 and 深水区 terrain → §22.4; #42 emotes and guide pages without a local client, and the English title (#38) → §22.5; #32 item 4 钩索师 / 推击手 on 高台 → §22.6; #52 史尔特尔's 余烬 → §22.7; #43 an enemy's 隐匿 after a block, and the 深池逐火 ember window → §22.8; #32 item 7 荒芜拉普兰德 S3's drones → §22.9; #32 item 1 余 S2 → §22.10; #44 归溟幽灵鲨's 替身 → §22.11; #32 item 6 enemy splash against a 隐匿 operator → §22.12; #35 / #16 (PR #48) 要塞 against air units and 莫斯提马's slow icon → §22.13; #58 / #60 / #64 follow in §22.14–§22.16. Decisions of the owner, 2026-10-04: 荒芜拉普兰德's drones measure the distance to an enemy's position, a huge enemy's centre (§22.9); 余 S2 casts with an enemy on its x-1 — a deliberate deviation from the official TAKE_DAMAGE row, added to §21.29's six (§22.10); 乌尔比安 keeps the devour gains through his 【移动】 — the deviation stays (§22.3).