64 Commits
Author SHA1 Message Date
sganggs 4e68100065 feedback1 integrate: form fx survive the render engine's stale-event drop; hidden-tab backlog compacted and flushed when a finished battle is shown; same-field re-entry buffered
- render/interp.js isCosmeticEvent: an fx with a form is state, never dropped as stale nor shed from a full queue;
  a late one switches the model without its telegraph, its closing clip shortened (render/app.js)
- battle/runner.js: a backlog past HELD_MAX keeps only the last status / skill toggle per unit; a battle that ended
  while the tab was hidden delivers its backlog and last snapshot when the tab is shown
- screens/game.js: a new field meta for the field on screen buffers its frames until the view re-enters it
- browser test stalls the main thread (blocking 1 s long tasks); Node tests drive the runner into the render buffer
2026-10-03 07:30:52 +08:00
sganggs 4b15919185 feedback1 integrate: WN 灼热/炽焰源石虫 models (local overlay, tinted alias); 暴鸰 bomb drop
# Conflicts:
#	docs/SIM.md
#	public/js/render/app.js
#	public/js/render/spine.js
#	public/js/render/units.js
#	server/sim/content/enemies.js
#	server/sim/snapshot.js
2026-10-03 06:45:59 +08:00
sganggs a703800386 feedback1d WN: the web alias of 灼热/炽焰源石虫 is drawn tinted toward their own colours; bundle step documented 2026-10-03 05:55:29 +08:00
sganggs 04634f5bf7 feedback1d WN: the local-client slug models are an optional overlay; the manifest never depends on the extraction
data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.

- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
  model is enemies[id].spineLocal: file names in the data/local-assets.json
  group spine/enemy/<id> plus the parsed metadata, from the committed
  tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
  it from the extracted files, read only). The manifest is byte-identical with
  or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
  lists every file (createFieldView awaits assets.local() with the manifest);
  UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
  atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
2026-10-03 05:18:31 +08:00
sganggs 2591b8638e feedback1 WD: form changes survive the client's catch-up frames, hidden tab and pre-entry buffer
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps
these fx in catch-up frames (keepsState), holds the state-bearing events of the
battle on screen while the tab is hidden and delivers them with the first frame
back (re-entering from the field meta past HELD_MAX); screens/game.js buffers
them before a field is entered. A husk beaten while its stand-up clip plays dies
on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
2026-10-03 04:27:24 +08:00
sganggs 46ccfd55f6 feedback1d WN: special Originium slugs drawn with their own official models (D3)
灼热源石虫 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT faction's slugs) were drawn with
the plain 源石虫 skeleton: no community dump carries their models, so the asset plan aliased
them to enemy_1007_slime. tools/local-extract/extract.py now extracts their official skeletons
from the client's enemy art bundles (ENEMY_SPINES, pages merged with their alpha textures) into
public/assets/local/spine/enemy/, and fetch-assets plans such a model before any alias
(spine.mjs findLocalEnemyModels, plan.mjs localEnemyModels). public/assets/local is never
pruned. An audit of all 249 enemies against the client's prefabs found no other enemy drawn
with another enemy's model.
2026-10-03 04:10:13 +08:00
sganggs e1ce0316dd feedback1 WD: late views keep the form in the client, 重生 clears statuses, blocked 隐匿 drawn solid
- render/app.js: the views' unit info is built by the exported renderInfo(UnitInfo), which now keeps `form`;
  addInfo dropped it, so a view built from fieldMeta (a teammate's field watched later, 联防 observers, a
  reconnect) still drew the first form. Tested through renderInfo (fake PIXI) and the real enterBattle(meta)
  path in headless Chrome (opt-in).
- content/enemies.js: rebirthCleanse at every 重生 (reborn, husk, statue): operator-applied buffs and
  source-less statuses go, own talents / enemy-given buffs / field state stay (PRTS 特殊机制 §重生). A 逐火
  knocked out while feared is no longer an unblockable ember.
- snapshot.js: an enemy's stealth bit only while its 隐匿 is on (not blocked, not revealed).
- Docs: area damage reaching an unblocked 隐匿 enemy is documented as an engine deviation (PRTS 作战机制
  §AOE伤害判定), not as the rule.
2026-10-03 03:44:17 +08:00
sganggs 5c23eeb804 feedback1 WD: forms reach late views, stable enemy shapes, review fixes
- Every form change goes through content setForm(): the unit keeps it (e.form)
  and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
  watched teammate's field, 联防 observers, a reconnect) starts in the
  current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
  one object shape for the sim's hot loop (the boss-field bench is back at
  the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
  as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
  from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
2026-10-03 03:02:46 +08:00
sganggs 92282878d3 feedback1 WD: 逐火 embers can be beaten, 转译基底 changes form before it can die
Player reports after 0.1.0:
- #8 深池逐火战士 / 精锐战士 / 护卫: every knock-out is a 1 s 重生 (invulnerable,
  unblockable, immobile), then a walking, disarmed, 隐匿 hit-count ember that a
  blocker can target and beat; it stands up with full HP after 10 s (PRTS talent
  text). The old ember stood still, stealthed and unblockable, so nobody could
  ever target it and every 逐火 enemy leaked. 假想敌:再生's puppet walks on and
  stays unblockable.
- #5 转译基底·α: its original form cancels every damage instance; the 4th
  physical / arts hit or a block starts a 2 s change into 寻仇者 / 特战术师 /
  幽灵 (Mode_*_Passive, 寻仇者 rage below half HP, 特战术师 two targets). The
  armed forms attack through the engine (profile.dmgType). It used to die in its
  first form.
- Render: units.js FORMS switch the models' clip sets (A_Die_B/C/D then B/C/D,
  Die then Idle_2/Move_2/Die_2, Revive), driven by the 'phase' kind or the fx
  `form`; a noMove enemy is drawn standing.
2026-10-03 01:52:40 +08:00
sganggs a1b1b1ae51 Open-source release 0.1.0: GPL-3.0, notices, README 2026-10-02 15:32:31 +08:00
sganggs 6464e4b46a Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
2026-10-01 19:08:23 +08:00
sganggs d4f868cd19 Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
2026-09-30 05:35:45 +08:00
sganggs 0aba602ecf Playtest #3 fixes: lost models, picking, live LP, temp overflow, 蕾缪安 S3, 回环射手, FX, detail card, spinners
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
  (PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
  hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
  at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
  pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
  temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)
2026-09-29 23:42:55 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00