feedback7: merge fb7-voices — the 选中干员 line on every tap (prep / shop / hand, official FOCUS_CHAR: priority 10, cooldown 0, no gap restart), the Japanese voice tree (audio.voiceJp, 2674 files, setting 语音语言 中文 / 日本語, CN fallback), the full zip ships both
- Conflict: public/js/ui/settings.js imports (store from #321 + VOICE_LANGS) — both kept. test/ui/playtest6-elite.test.js's source pin of the onDetail line allows the new tap counter (bcee737f). - Grok review: MERGE AFTER FIXES — the three findings fixed on the branch (bcee737f). Golden unchanged; broad node --test 5334 (the one failure was that source pin, fixed), i18n strict clean, lint 0 errors, typecheck.
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@@ -20,7 +20,7 @@ npm run assets # = node tools/vendor.mjs && node tools/fetch-assets.mjs
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| `--offline` | No network. Re-runs post-processing (atlas fixes, skeleton parsing, WOFF2) on what is already on disk, then rebuilds `data/assets.json`. |
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| `--dry-run` | Print the plan (file and model counts, alias notes) and exit. |
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| `--refresh-index` | Re-download the upstream indexes: `audio_data.json`, `charword_table.json` (the 干员战斗语音 slots) and `models_data.json`. |
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| `--voice-lang=cn` | 干员战斗语音 language: `cn` (default) | `jp` | `en` | `kr` — the same file names under `voice_cn/`, `voice/`, `voice_en/`, `voice_kr/`. |
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| `--voice-lang=cn` | The dub of `audio.voice` (the 中文 voice setting): `cn` (default) | `jp` | `en` | `kr` — the same file names under `voice_cn/`, `voice/`, `voice_en/`, `voice_kr/`. `audio.voiceJp` (the 日本語 setting) is always the JP dub: every run plans both trees. |
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| `--voice-all` | Plan every official voice slot, including the prep-only lines no battle plays (干员报到 / 编入队伍 / 任命队长 — 360 files, one per operator and slot). Off by default: nothing requests them, so planning them only makes every run download more. |
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| `--prune` | Delete files under `public/assets/` that the manifest no longer references, for example after a mapping change. Without this flag they are only listed in the report. `public/assets/local/` (written by `tools/local-extract`) is never pruned. Implies `--allow-shrink`. |
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| `--allow-shrink` | Write `data/assets.json` even when it loses entries the current one has (see "The manifest never shrinks by accident" below). |
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@@ -53,7 +53,7 @@ How downloads are fetched:
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- A manifest entry with fallbacks (for example an enemy icon that falls back to its base enemy's icon) only moves on to the next alternative after a **definitive 404**. When the primary fails transiently (network error, 5xx or an invalid payload after all retries), no fallback is fetched. The path is listed under `downloadErrors` in the report, and the next run retries the primary.
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- A skeleton that fails to parse is deleted and removed from the ledger, so the next online run downloads it again.
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The first run downloads about **309 MiB in about 5,690 files** (it took 134 s on a ~3 MB/s link before the 55 emote and 玩法说明 files, 21.3 MiB, and the 1,680 干员战斗语音 files, 40.1 MiB, were added). A re-run takes about 1 s. The voice count is the twelve slots a battle plays; the three prep-only slots the official client uses elsewhere (干员报到 / 编入队伍 / 任命队长, 360 more files, 18.4 MiB) are left out unless `--voice-all` is passed.
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The first run downloads about **548 MiB in 10,643 files** (`stats` of `data/assets.json` in 0.2.2: 574,449,900 bytes). The two 干员战斗语音 dubs are 2,674 files each, the twelve slots a battle plays for 191 operators: the Chinese one 65.6 MiB, the Japanese one 85.2 MiB (89,388,041 bytes; adding it took 107 s at about 1 MB/s from raw.githubusercontent.com). A re-run takes about 1 s. The three prep-only slots the official client uses elsewhere (干员报到 / 编入队伍 / 任命队长, 360 more files per dub, 18.4 MiB of them Chinese) are left out unless `--voice-all` is passed.
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Outputs:
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- `data/assets.json`: the manifest (committed).
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@@ -93,7 +93,7 @@ The research JSONs in `docs/research/` (03, 05, 07) define **which** ids are nee
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| Token Spine that no dump carries (39 summons: most 自选 summons, 凯瑟琳's 爬行号·防护单元, 凛御银灰's 风雪之眼) | the local client only (`tools/local-extract/extract.py TOKEN_SPINES`, optional); never downloaded and never required: an overlay (`tokens[id].spineLocal`; without it the avatar diamond) | `local/spine/token/{tokenId}/{stem}.*` (listed in `data/local-assets.json`) |
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| BGM | AA2 `voice` branch `audio/sound_beta_2/music/**` (大厅/休整期 `act1autochess`, 开战 `act13side/m_bat_kazimierz2_{1,2}` — 骑士之日 / 无畏者; the 开战 track follows the round: `_2` 无畏者 rounds 1–7, `_1` 骑士之日 from round 8) | `audio/bgm/{file}.mp3` |
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| SFX (UI, battle, per unit) | AA2 `voice` `audio/sound_beta_2/**`, mapped from `audio_data.json` banks | `audio/sfx/{same sub-path}.mp3` |
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| 干员战斗语音 | AA2 `voice` `audio/sound_beta_2/voice_cn/{charId}/cn_nn.mp3` — the lines `charword_table.json` lists (`placeType` = when the game plays one, `voiceAsset` = the path); `--voice-lang=jp|en|kr` takes the same file names from `voice/`, `voice_en/`, `voice_kr/` | `audio/voice/{lang}/{charId}/{cn_nn}.mp3` |
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| 干员战斗语音 | AA2 `voice` `audio/sound_beta_2/voice_cn/{charId}/cn_nn.mp3` (Chinese, `audio.voice`) and `voice/{charId}/cn_nn.mp3` (Japanese, `audio.voiceJp`: the same file names) — the lines `charword_table.json` lists (`placeType` = when the game plays one, `voiceAsset` = the path); `--voice-lang=jp|en|kr` fills `audio.voice` from `voice/`, `voice_en/`, `voice_kr/` instead | `audio/voice/cn/{charId}/{cn_nn}.mp3`, `audio/voice/jp/{charId}/{cn_nn}.mp3` (`audio/voice/{lang}/…` for another `--voice-lang`) |
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| Fonts: Bender Regular and Light, Novecento Wide | TimWangZi/The-font-of-Arknights | `public/fonts/*.{otf,ttf,woff2}`, `public/fonts/fonts.css` |
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The `stem` of a Spine model is the upstream file name. Two examples: `char_107_liskam` has the stem `char_107_liskarm`, and `enemy_9032_aclionk` uses `enemy_1559_vtlionk`. The skel and atlas of a model always share one stem. pixi-spine locates the atlas by swapping the extension, so this matters.
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@@ -148,7 +148,7 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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hash: 'a1b2c3d4e5f6', // content hash (cache busting)
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generator: 'tools/fetch-assets.mjs',
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stats: { files, bytes, chars, charsWithBack, enemies, enemiesWithSpine, tokens, tokensWithSpine,
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spineModels, bonds, items, bands, skills, modules, ui, sfxUnits, voiceChars },
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spineModels, bonds, items, bands, skills, modules, ui, sfxUnits, voiceChars, voiceJpChars },
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chars: { [charId]: { avatar, avatarE2?, portrait, portraitE2?, spine: { front: Spine, back?: Spine } } },
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enemies: { [enemyId]: { icon, spine?: Spine, spineAliasOf?: enemyId,
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spineLocal?: { group, skel, atlas, textures, …Spine } } },
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@@ -186,6 +186,12 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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// prep-only slots 干员报到 / 编入队伍 / 任命队长 are left out of the plan by default —
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// nothing requests them and they cost 360 files (19.3 MB) per run — and `--voice-all` adds
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// them (audio.mjs VOICE_PREP_SLOTS) for the complete official set
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voiceJp: { [charId]: { …the slots of `voice` } },
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// the Japanese dub (0.2.2, the owner's request 「全套的日配语音」): the same slots, lines and file
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// names as `voice`, under /assets/audio/voice/jp/ (AA2 `voice/`). The client plays it when the
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// player picks 日本語 (settings 语音语言, not tied to the interface language) and falls back to
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// `voice` for a slot it lacks or a file the host does not have (public/js/audio.js voiceLine);
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// the full zip ships it unless tools/package.mjs FULL_ZIP_JP_VOICE is off
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sfx: {
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ui: { click, back, confirm, tab, pick, drop, error, buy, sell, income, refresh, freeze, levelup,
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merge, equip, itemMerge, bondUp, artPlace, ready, timer, draft, yourTurn, yourTurnCircle,
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@@ -10,7 +10,7 @@
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| 服务器 CPU | 战斗在各玩家浏览器里模拟(DESIGN §14),服务器只负责回合、经济和校验:**每个房间每个作战回合约 1 ms CPU**。AI 队友 / 掉线玩家的战场由服务器模拟:作战开始时 3 个 AI 战场在开发机上约 0.2–0.5 s CPU,小主机上可能要几秒(分成 8 ms 小片执行,不会卡住其他房间)。`SP_VERIFY=all` 会复算每个真人战场,CPU 明显增加,小主机建议保持 `off` 或 `sample`。 |
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| 服务器内存 | 空闲约 100 MB,每个进行中的对局再增加几 MB。 |
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| 网络 | 4 人对局中服务器每回合下行约 0.25 MB(DESIGN §14 实测)。首次进入游戏时浏览器要从主机下载所需的图片 / Spine 模型 / 音频(按需加载,之后走浏览器缓存),公网隧道带宽小时第一次会慢一些。 |
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| 磁盘 | 素材约 460 MB(`public/assets`)+ 依赖约 125 MB(`node_modules`;整合包只带运行依赖,约 65 MB);可选的本地提取约 40 MB(`.venv-extract`)+ 70 MB 贴图(见第 6 节)。完整包解压后约 625 MB。 |
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| 磁盘 | 素材约 550 MB(`public/assets`,含中文约 65 MB、日文约 85 MB 两套干员语音)+ 依赖约 125 MB(`node_modules`;整合包只带运行依赖,约 65 MB);可选的本地提取约 40 MB(`.venv-extract`)+ 70 MB 贴图(见第 6 节)。完整包解压后约 710 MB。 |
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| 玩家设备 | 支持 WebGL 的现代浏览器(Chrome / Edge / Firefox / Safari 最新版),电脑或手机平板(横屏)。老旧设备可在设置里调低画质或访问 `/?board=2d`。 |
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服务器**无状态**:房间和对局只存在内存里,没有数据库和存档,**不需要备份**。重启服务器会结束正在进行的对局(包括断线后本可在 24 小时内回来继续的独立模拟)。
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@@ -26,13 +26,13 @@
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```
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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。
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2. 下载,三选一。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`:
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- **完整包(推荐)**:在仓库的 [Releases](https://github.com/sganggs/Stronghold-Protocol/releases) 页面下载最新版本的 `Stronghold-Protocol-v<版本>.zip`(约 430 MB,解压后约 625 MB;已含运行依赖、前端库和全部素材,包括官方 3D 棋盘等本地客户端素材),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)。
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- **精简包**:同一页面的 `Stronghold-Protocol-v<版本>-lite.zip`(约 22 MB)。代码、运行依赖和前端库与完整包相同,但不带素材:美术、Spine 模型、音频、字体、表情和「玩法说明」教程图在首次启动时由 setup 从公开镜像下载(约 460 MB,显示进度,可中断续传;镜像设置见下面的「国内镜像下载」)。官方 3D 棋盘等本地客户端素材需要用本机客户端提取,或从同一版本的完整包复制(第 6 节)。适合下载大文件不方便、或想先下一个小包的情况;放置方式同完整包。
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- **完整包(推荐)**:在仓库的 [Releases](https://github.com/sganggs/Stronghold-Protocol/releases) 页面下载最新版本的 `Stronghold-Protocol-v<版本>.zip`(约 505 MB,解压后约 710 MB;已含运行依赖、前端库和全部素材,包括中文、日文两套干员语音和官方 3D 棋盘等本地客户端素材),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)。
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- **精简包**:同一页面的 `Stronghold-Protocol-v<版本>-lite.zip`(约 22 MB)。代码、运行依赖和前端库与完整包相同,但不带素材:美术、Spine 模型、音频(含两套干员语音)、字体、表情和「玩法说明」教程图在首次启动时由 setup 从公开镜像下载(约 550 MB,显示进度,可中断续传;镜像设置见下面的「国内镜像下载」)。官方 3D 棋盘等本地客户端素材需要用本机客户端提取,或从同一版本的完整包复制(第 6 节)。适合下载大文件不方便、或想先下一个小包的情况;放置方式同完整包。
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- **源码**:
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```powershell
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git clone https://github.com/sganggs/Stronghold-Protocol.git C:\Stronghold-Protocol
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```
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3. 双击 `C:\Stronghold-Protocol\scripts\start-windows.bat`。首次会:安装依赖(`npm ci`;整合包已含,跳过)→ 复制前端库(整合包已含,跳过)→ 下载约 460 MB 素材(完整包已含,跳过;精简包和源码在这一步下载,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。
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3. 双击 `C:\Stronghold-Protocol\scripts\start-windows.bat`。首次会:安装依赖(`npm ci`;整合包已含,跳过)→ 复制前端库(整合包已含,跳过)→ 下载约 550 MB 素材(完整包已含,跳过;精简包和源码在这一步下载,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。
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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。
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等价的手动命令:`npm ci`、`node tools/setup.mjs`、`npm start`。
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@@ -226,7 +226,7 @@ https / wss 说明:页面通过 https 打开时客户端自动连接 `wss://
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## 3. Docker
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```bash
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# A) 构建时下载素材(需要联网,约 460 MB)
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# A) 构建时下载素材(需要联网,约 550 MB)
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docker build -t stronghold-protocol --build-arg FETCH_ASSETS=1 .
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docker run -d --name stronghold -p 3000:3000 --restart unless-stopped stronghold-protocol
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@@ -323,7 +323,7 @@ npm run package:lite -- --out <目录> # 精简包 Stronghold-Protocol-v<版
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npm run package -- --update --from <旧版本的完整包>[,<…>] --out <目录> # 更新包 Stronghold-Protocol-v<版本>-update.zip
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```
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- **打进去的**:`git ls-files` 里的 `server/`、`shared/`、`data/`、`public/`(不含 `public/dev/`)、`packs/`(随仓库提交的内容包;只在本机安装、没提交的不打进去)、启动脚本、玩家会运行的工具(setup、vendor、fetch-assets 与 `tools/assets/`、doctor,以及 setup 调用的 `tools/local-extract/` 和 `crop-board-atlas.mjs`)、服务器和 fetch-assets 读取的 4 张研究数据表(`docs/research/` 的 `03-operators`、`05-enemies`、`05-maps`、`07-assets` 四个 JSON)、`package.json` / `package-lock.json`、许可证与说明(`LICENSE`、`NOTICE.md`、`THIRD-PARTY-NOTICES.md`、`README.md`、`CHANGELOG.md`)、`docs/PLAYING.md` 和本文;然后在临时目录里生成 `packs/index.json`(打进去的语言包和内容包的列表,供纯静态托管使用;服务器自己会实时列出,见 [PACKS.md](PACKS.md)),再 `npm ci --omit=dev` 装上运行依赖和 `public/vendor`。完整包再加上 `data/assets.json` 列出的素材、`public/fonts`,以及本地提取的 `public/assets/local/` 和 `data/local-assets.json`。磁盘上有、清单却没列出的文件不打进去(例如 0.2.0 移出自选的焰狐龙梓兰的旧素材)。
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- **打进去的**:`git ls-files` 里的 `server/`、`shared/`、`data/`、`public/`(不含 `public/dev/`)、`packs/`(随仓库提交的内容包;只在本机安装、没提交的不打进去)、启动脚本、玩家会运行的工具(setup、vendor、fetch-assets 与 `tools/assets/`、doctor,以及 setup 调用的 `tools/local-extract/` 和 `crop-board-atlas.mjs`)、服务器和 fetch-assets 读取的 4 张研究数据表(`docs/research/` 的 `03-operators`、`05-enemies`、`05-maps`、`07-assets` 四个 JSON)、`package.json` / `package-lock.json`、许可证与说明(`LICENSE`、`NOTICE.md`、`THIRD-PARTY-NOTICES.md`、`README.md`、`CHANGELOG.md`)、`docs/PLAYING.md` 和本文;然后在临时目录里生成 `packs/index.json`(打进去的语言包和内容包的列表,供纯静态托管使用;服务器自己会实时列出,见 [PACKS.md](PACKS.md)),再 `npm ci --omit=dev` 装上运行依赖和 `public/vendor`。完整包再加上 `data/assets.json` 列出的素材、`public/fonts`,以及本地提取的 `public/assets/local/` 和 `data/local-assets.json`。磁盘上有、清单却没列出的文件不打进去(例如 0.2.0 移出自选的焰狐龙梓兰的旧素材)。日文干员语音(`audio.voiceJp`,`public/assets/audio/voice/jp/` 的 2674 个文件,约 85 MB,zip 后约 76 MB)默认也打进完整包;`tools/package.mjs` 里的开关 `FULL_ZIP_JP_VOICE` 改成 `false` 时,完整包(以及由它比较出的更新包)不带这些文件:玩家首次启动时 setup 会像精简包那样下载它们,下载完成前选「日本語」会播中文语音,更新包也不会删除玩家已有的日文语音。
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- **不打进去的**:`test/`、维护用的工具(数据构建、golden、botbench、i18n、导入检查、本工具等)、`scripts/make-windows-bundle.mjs`(Windows 便携包,见 [WINDOWS.md](WINDOWS.md))、其他文档、研究笔记和 `docs/img/`、`handoff/`、`.github/`、`types/`、lint / 编辑器 / Docker 配置。和 0.1.x 的整树打包(全部跟踪文件加上 `public/assets` 的全部内容)相比,0.2.0 的完整包少了约 640 个文件、解压后小约 26 MB,zip 小约 8 MB。
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- **打包前的检查**(`--dry-run` 也全部做一遍):拒绝名单(`pv`、`review`、`.cache`、`.claude`、`.git`、`logs`、`.env`、`scripts/service.env.cmd`、`handoff`、`test` 等);每个打进去的模块的相对导入、玩家用的 npm 脚本(start / setup / doctor / launch / postinstall / vendor / assets)都指向包里的文件;完整包里 `data/assets.json` 和 `data/local-assets.json` 列出的文件都在(缺了先运行 `node tools/fetch-assets.mjs`);没有只差大小写的两个路径;包里的文件(二进制素材也查)不含个人目录路径(`/Users/…`、`C:\Users\…`、`/home/…`)或本机的账户名(运行时从系统读取;`SP_PACKAGE_SCAN_NAMES=a,b` 可以再加名字);打进去的已跟踪文件没有未提交的改动(重新生成的 `data/assets.json` 要先提交)。有任何问题都会列出原因、以非零状态结束,不写 zip;正式打包时还会核对临时目录里的文件和计划完全一致。
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- **MANIFEST.json**:三种包的根目录都有(`npm ci` 之后写入):除素材(`public/assets/`、`public/fonts/`、`data/assets.json`、`data/local-assets.json`,归 setup 管)以外每个文件的大小和 sha256,同一版本的三种包内容相同。`npm run doctor` 和更新包的启动检查(`server/update.js`)用它核对安装。
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@@ -6,6 +6,8 @@
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界面语言:默认中文;标题画面右上角或「设置」里可切换 **中文 / English / 日本語 / 한국어 / 繁體中文**(会记住选择,不用刷新)。日语、韩语、繁体中文的游戏文本取自官方日服 / 韩服 / 台服数据,界面文字暂未翻译——日语和韩语显示英文界面,繁体中文显示简体中文界面,欢迎社区补全(docs/I18N.md「Adding a language」)。英文的干员、技能、盟约、装备、敌人等游戏文本取自官方英文服数据,界面文字全部有英文;切到英文后仍显示中文的只有玩家名字(人机的名字也是)、多轮悬赏改写过的「接下来两场作战」说明,以及官方英文服还没有的游戏文本(部分自选干员和较新的模组);「玩法说明」的教程图是官方的中文图片,标题有英文(docs/I18N.md)。
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干员语音(官方台词):「设置」里的「干员语音」调音量,「语音语言」选 **中文 / 日本語**(默认中文,和界面语言无关,会记住选择;日语缺了哪一句就播那一句的中文)。点选干员时——作战区或整备区里的干员、商店和晋升奖励里的干员卡片——会说一句官方的「选中干员」语音,休整期也一样;连续点选时新的一句接替正在说的那句,但不会打断正在播放的部署、技能等作战语音。部署(每场第一个部署的干员说「行动出发」)、技能、接敌和结算语音只在作战中播放。替补干员和原型干员(预备干员、Sharp、Mechanist 等)、盟约·辅助干员和召唤物没有官方语音,点选时不出声。
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|
||||
## 1. 一局的流程
|
||||
|
||||
```
|
||||
|
||||
@@ -350,6 +350,8 @@ Two public GitHub issues after 0.1.0, both client-only. Normative lines rewritte
|
||||
|
||||
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」.
|
||||
|
||||
**Changed in 0.2.2** (§27, the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」): 选中干员 is no longer battle-only — the detail panel opening on an operator the player taps says it in every phase, the prep, the shop and the hand included (`DetailPanel voice` is true on the game screen), with the official FOCUS_CHAR timing: no cooldown and no global gap on an idle channel, a newer tap replaces the 选中 line on air, a higher-priority line is never interrupted, and a tap starts no gap of its own for the battle lines (`VOICE_TAP_SLOTS`); every shop / reward card opened counts as a tap, so two cards of one operator each speak (`selectVoiceKey`). Every other line stays battle-only. 0.2.2 also adds the Japanese dub (「全套的日配语音」) as a second tree beside the Chinese one, `audio.voiceJp` — the same slots and file names from the dump's `voice/` folder — which the client plays when the player picks 日本語 under 设置 → 语音语言 (default 中文, not tied to the interface language), falling back to the Chinese line it lacks. The paragraphs below describe 0.1.1.
|
||||
|
||||
**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). `unitsEnd` names each unit by its chess id (`chess_char_*`), so `onResult` passes the chess record's `charId` as `resultSpeaker`'s `charOf`; as merged, the speaker looked for `char_*` ids only and no battle ever said its settlement line (found while porting #73 to 0.2.0; `test/ui/audio.test.js` runs a real battle result through it).
|
||||
|
||||
Reference in new issue
Block a user