183 Commits
Author SHA1 Message Date
sganggs 566f3a7cd6 0.2.6: version 0.2.6 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form and current-version line, CHANGELOG 0.2.6 — 2026-10-13, DESIGN versions line and index, §31 header 2026-10-13 16:17:03 +08:00
sganggs 3d5d6b380d 0.2.6-dev: merge claude/bw-l01 — host bandwidth layers 0 and 1 (no BGM download while the music is silent, WebSocket permessage-deflate, lossless WebP 玩法说明 pages, traffic counters, content-hashed asset URLs with immutable caching, brotli q5) on top of the 0.2.5 release; its note becomes DESIGN §31 in docs/history/0.2.6.md, CHANGELOG 0.2.6-dev, version 0.2.6-dev; golden: unchanged 2026-10-12 18:28:50 +08:00
sganggs 88d4b2544b 0.2.5: version 0.2.5 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form and package sizes (the full bundle now carries the battlefield scenes), CHANGELOG 0.2.5 — 2026-10-12 in the usual sections with credits, DESIGN versions line, §30 header 2026-10-12 18:20:53 +08:00
sganggs e2bc005c88 0.2.5-dev: docs — §30 sections renumbered in order after the merges and every reference pointed at its topic; the 0.2.5 CHANGELOG section regrouped under the usual headings (no change to code behaviour) 2026-10-12 16:02:41 +08:00
sganggs d482fbb8ba 0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
sganggs bc50cac01f 0.2.4: version 0.2.4 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.4 — 2026-10-11 in the usual sections with credits, DESIGN versions line 2026-10-11 02:04:21 +08:00
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs c4dc96fff4 0.2.3: version 0.2.3 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.3 — 2026-10-10 in the usual sections, DESIGN versions line 2026-10-10 03:19:38 +08:00
sganggs 35637ff03e Document the 0.2.3 development build and community changes 2026-10-09 17:38:13 +08:00
sganggs 2e122873f0 0.2.3: add Clementia and Shu/Ulpianus modules (#437)
Regenerate roster-019, roster-038 and diy-059 through diy-140 for added and regrouped loadouts; other golden families unchanged.
2026-10-09 17:10:30 +08:00
sganggs 62eb113419 feedback7: version 0.2.2 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false), README release form, CHANGELOG 0.2.2 — 2026-10-09, DESIGN versions line 2026-10-09 03:09:33 +08:00
sganggs 115d4d66aa feedback7: DESIGN §27 (docs/history/0.2.2.md) assembled from the streams' drafts — 59 sections, the intro maps them by area, the owner's decisions of 2026-10-08; the DESIGN index row and version line
- Scratch repro references replaced by plain wording. docs-consistency / docs-paths pass.
2026-10-08 22:48:44 +08:00
sganggs 97152828c3 feedback6: version 0.2.1 — package.json / package-lock.json / APP_VERSION (DEV_BUILD turns false: the title-screen dev tag, the boot warning and the package guard go)
- CHANGELOG 0.2.1 (2026-10-07): the streams' lines collected (新功能: the update package and MANIFEST.json; 规则(按官方):
  联防 on the round's battlefield, 突袭 onto a teammate's half, full potential, the replace dialog for consumables,
  the 外勤医疗 Touch, 凋亡, 贾维's 拉普兰德, the 频次 器物 / leader summons; 界面: the collapse arrow, 自选 picks in the bond
  lists, flyers, enemy animations, the Touch card, Esc in the 自选 picker; 联机与大厅: battle messages while a battle
  loads; 工具与开发: the update build, .gitignore), one intro paragraph.
- README: the dev warning under the title removed, the release badge, 「当前版本 0.2.1」; DESIGN's version line names
  0.2.1 (§26) as the state described; §26's intro says when the dev line shipped.
- Tests: version, docs-consistency, docs-paths, package, i18n-packs, update-package, update-boot 80 / 80.
2026-10-07 19:35:30 +08:00
sganggs cfd3c67281 feedback6 R21A: a 突袭 member may land on a teammate's half when both halves of the field are taken — the two-helper 联防 field and the Final Assault / Hidden Core pair field (the owner's decision of 2026-10-07): Battle.onFieldBoard (onOwnBoard of any player of the battle) read by raidTile only; a lone 联防 helper's empty half, a solo boss field's other half and the hand / 临时整备区 rows stay closed, every other landing rule kept, 乌尔比安's S3 【移动】 keeps onOwnBoard; golden: 8 moved, each parting from the parent at a member's first landing on its teammate's half (checked tick by tick with the parent instrumented) — fields boss-boss_2 / 3 / 4 / 5 / 6-pair and hidden-boss_8 / 10-pair (the right player's 缄默德克萨斯 / 伊内丝 / 仇白 / 耀骑士临光 on the left player's half, 1–7 landings per battle, the first 0.3–39.8 s in), matches coop4-ABYSS-7 (round 6's two-helper 联防: ai_2's 斯卡蒂 on ai_1's half at 52 s; only ai_1 / ai_2 dmgDealt move, 8263 between them); unite-2 unchanged (its two landings stay on their own half)
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged.
Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).
2026-10-07 17:09:39 +08:00
sganggs f062be5440 feedback5 WW: DESIGN's header says Chinese by default with an English switch since 0.2.0 (§25.2, docs/I18N.md), not that every player-facing text is Chinese 2026-10-06 19:11:29 +08:00
sganggs da1f5830ca feedback5 WW: split DESIGN.md into docs/design/ (the current rules) and docs/history/ (the per-release revisions), section numbers kept — a pure move: every ## N. block (heading, text, the --- after it) moves verbatim, each part file only gains a title line and a pointer to the index; docs/DESIGN.md keeps its header and becomes the index (a § → file table). design/overview.md §0 §1 §2 §11 §12, geometry-time.md §3 §4, engine.md §5 §7, match.md §6 §16, network.md §8 §14, client.md §9 §10 §13 §15; history/v2.2-playtest3.md §17, v2.3-playtest4.md §18, v2.4-playtest5.md §19, v2.5-playtest6.md §20, 0.1.1.md §21, 0.1.2.md §22, 0.1.3.md §23, 0.1.4.md §24, 0.2.0.md §25. Round trip: the index header plus the blocks in § order reproduce the pre-split DESIGN.md byte for byte (813 785 bytes, sha256 fe81884c…). Tests: test/helpers/designDocs.js designText() (the split script's splitBlocks / designText) reassembles the text in § order; docs-consistency and feedback1-gaps read it instead of docs/DESIGN.md (every pin unchanged); docs-paths guards the split (each § exactly once in docs/design/ or docs/history/, the index row of every file names its sections, every "DESIGN §N(.M)" cited in the repository is a heading — 779 in 327 files today); package.test keeps docs/design/ and docs/history/ out of the zips; golden unchanged 2026-10-06 19:08:44 +08:00
sganggs 0f9009954d feedback5 WW: DESIGN §25 catch-up with what merged after e2bb090 — §25.2 i18n phase 2 (W5S: 1 056 literals wrapped, extract 0, server data texts localized, what stays Chinese), §25.9.1 the sleep-unblock port (W5R: feedback5's golden list, 酒神's 迷狂牢笼 skips sleepers; §24.9's heading names the 0.2.0 files), §25.9.2 the board-tap / long-wait port (W4C, PR #149), §25.11 the owner's items of 2026-10-06 and the items the sources settled (W5V: 望's stock, triggers through summon areas, 突袭 prefers blocking tiles, 泥岩 闭锁, 忍冬 / 深靛 / 阿), §25.12 packaging (W5U: package / package:lite, sizes, 焰狐龙梓兰's art dropped, dec-X / WAH-Y) and the 自选 voices (6499f4b), the summons with no Spine model as open polish; §25.10 records the owner's answers (damage-frame swing kept, 望's stock, summon areas, the #148 landing) and drops them from the open list; the intro, §25.1 / §25.4 / §25.5 / §25.7.2 / §25.8.5 / §25.8.8 and §24.2 point to the new items; PLAYING.md: only player names, the reworded multi-round 悬赏 text and texts the EN client lacks stay Chinese; DATA.md: ownedPool has 71 charIds, §18 cites DESIGN §25.3; README lists docs/I18N.md; garrisons/meta.js cites DESIGN §3 (there is no §3.1); golden unchanged 2026-10-06 19:01:28 +08:00
sganggs 73b810ec45 feedback5: merge W5V — the owner's decisions of 2026-10-06: 望's placed 棋子 take and return her stock (her skills cycle all battle), skill triggers through summon ranges (麦哲伦 S1, 令 S3, 电弧 S2 / S3; summoner.js summonTriggerArea), a melee 突袭 member prefers a tile where it can block (GitHub #148); from the sources: 泥岩 S3 闭锁 releases and stops blocking (PRTS 异常效果 不可阻挡), 忍冬 / 深靛 / 阿 pinned as they are, the 自选 kits' 庇护 copies use holdProtect; DESIGN §24.2's #148 note points to §25; golden: roster-040, boss-boss_2 / 3 / 4 / 6 / 7-pair, hidden-boss_10-pair moved (W5V's own; the sleep-port moves kept) 2026-10-06 18:33:11 +08:00
sganggs e01bba6c0a feedback5: merge W5T — docs: ARCHITECTURE.md (a map of the code, every path checked by test/docs-paths.test.js), CONTRIBUTING.md (中文 + English summary), DESIGN §25 "0.2.0" assembled from the stream drafts (after §24.9); the DESIGN split plan and the CHANGELOG 0.2.0 draft stay in the integrator's notes until the last merges 2026-10-06 18:14:11 +08:00
sganggs 89348e843f feedback5 WT: DESIGN §25 (0.2.0) assembled from the stream drafts — refactor and tooling (R1–R6, golden results), Chinese / English (W5I), 补位 (W5B / W5D / W5G / K1–K3 / W5N, the stand-in kit table), 自选编队 and the 71 operator kits (W5H / W5K / O1–O24, one row per kit with its notable [ASSUMED]), trigger rules, wave-1 fidelity fixes, WE1, WE2, the 0.1.4 ports, the settled decisions and the owner's open questions; the header's Versions line names 0.1.2–0.2.0; §21–§24 untouched 2026-10-06 18:05:56 +08:00
sganggs c50b406874 feedback5: merge feedback4 (9f93096) — W4C ported: the board canvas is a click target, so a phone tap on the back row stays on the tile (PR #149's fold button had pushed the bond discs over row 12); browser suites poll long waits in slices under the 90 s protocol timeout; golden unchanged 2026-10-06 17:53:19 +08:00
sganggs ac6454d171 feedback5: merge feedback4 (7ee815e) — W4D ported: a sleeping enemy cannot be blocked and takes no block slot (_checkBlock in server/sim/battle/blocking.js, the applyStatus release in battle/status.js, the plain-buff release re-applied to ai.js updateEnemy's cannot-act branch after WE1's swing cut, 瑕光's comment in kits/ops/chess_char_3_12-blemsh.js, buffs.js; 酒神's 迷狂牢笼 skips a sleeper too); golden: roster-003 / 005 / 013 / 032 / 038 / 039 / 042, bond-maniShip-high, solo-FUNNY-1, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, diy-131 / 132 moved
New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.

- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
  `_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
  (battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
  file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
  there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
  branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
  It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
  reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
  branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
  marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
  "(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
  noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
  over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
  roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
  timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
  blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
  萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
  normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
  ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
  (ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
  layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
  one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
  WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
  and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
  kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
  死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
  coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
  and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
  are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
  baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
  the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
  pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
  stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
  t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
  enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
  error). lint 0 errors, check:imports and typecheck clean.
2026-10-06 17:49:10 +08:00
sganggs 9f93096efa feedback4: merge W4C — a tap on the board stays on the board (the canvas is a click target: PR #149's fold button had moved the bond discs over row 12 on a phone, and Chrome's touch adjustment sent the tap to a disc); browser suites poll long waits in slices under the 90 s protocol timeout (watch-bonds, playtest2.real); golden unchanged 2026-10-06 17:33:39 +08:00
sganggs be9710f31f feedback4: a tap on the board stays on the tile under the finger — the field canvas is a click target of its own (a no-op click listener, render/app.js onTapTarget), so the browser's touch adjustment no longer moves a tap on the back row onto a bond disc: PR #149's 收起 toggle pushed the discs one button (≈ 55 px) to the right, and at 844×390 a tap on the row-12 unit opened the bond popup instead of selecting it (test/render/models.browser.test.js #4.1 touch, 0.1.4 release candidate; passes with #149's client diff reverted, fails with it); DESIGN §18.1 Touch; test/ui/playtest2.test.js; golden unchanged (client only) 2026-10-06 17:14:04 +08:00
sganggs bbe59b9a5f feedback4: a sleeping enemy cannot be blocked and takes no block slot — 沉睡 = 无法行动+无敌+不可阻挡 (GitHub #140; the owner's decision of 2026-10-06)
- GitHub #140: a player tested 瑕光's S2 in the official mode — she slept 4 enemies and still blocked the next ones,
  after the skill no more were (「被沉睡的敌人是不占用阻挡数的」). PRTS 异常效果: SLEEPING 沉睡 = 「无法行动+无敌+不可阻挡」,
  BLOCK_FREE 不可阻挡 = 「无法阻挡/被阻挡,自动解除阻挡」. Until now an enemy that fell asleep while blocked stayed blocked
  and kept its blocker's slot.
- Battle.applyStatus releases an enemy that falls asleep (as for 浮空 / 恐惧 / 不可阻挡), Battle._checkBlock never blocks a
  sleeper, and ai.js updateEnemy lets a plain-buff sleeper go on its next update. The sleeper stays put; awake, it is
  blocked again only by a blocker with a free slot, else it walks on. A stun, a freeze or a refused sleep keeps the
  block; sleeping operators are unchanged.
- Readers of the block follow: Battle.blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked)
  drops the sleeper — of the hitSleep attackers only 瑕光 blocks, and her 仁慈 reads her range; a 要塞 holding only a
  sleeper no longer stalls; “庞贝”'s self-blast clock restarts when a sleep ends its block [ASSUMED]; the snapshot's
  blocked bit follows.
- Tests: new test/sim/feedback4-sleep-unblock.test.js (5 cases, each fails without the change: the slot frees and the
  next enemy is blocked, the sleeper stays put; awake with no room it walks on; never blocked while asleep, re-blocked
  on waking beside a free blocker; a plain-buff sleep; the real 瑕光 S2). 1274 targeted tests (blocking, statuses,
  小满 / 瑕光 / 缇缇 kits, garrisons, professions, enemies, kits t1–t6), docs-consistency and GOLDEN_FULL pass.
- Docs: DESIGN §24.9 (and the §24 intro, §5.5 Blocking, §22.8's release list), SIM.md (Blocking, the `sleep` row,
  plain buffs), the buffs.js / Battle.js / ai.js / 瑕光 kit comments.
- Golden (every moved scenario sleeps blocked enemies; DESIGN §24.9 gives each move): roster-003 / roster-005 (小满 S2:
  82 kills instead of 83 / cleared at 136.73 s instead of the 140 s timeout), roster-013 (缇缇 S3: only the blocked
  count and the snapshot hashes), roster-032 (缇缇 S1: 7 knock-outs instead of 5), roster-038 (elite 缇缇 S2: ends at
  197.43 s), roster-039 (瑕光 S2 normal + elite: 41 of 52 killed instead of 47 — the sleepers walk on when they wake),
  roster-042 (缇缇 S2: ends at 161.17 s instead of 166.97 s), bond-maniShip-high (小满: only the blocked count and the
  snapshot hashes), coop4-FUNNY-6 (ai_0's 缇缇: layers and boss damage from round 9), coop4-ABYSS-7 (ai_2's 小满:
  rounds 11–12), coop2-NORMAL-8-serverrun (ai_1's 缇缇: one more leak in round 10, the team eliminated in round 13
  instead of winning). fields unchanged.
2026-10-06 16:57:55 +08:00
sganggs e2bb090f44 feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) 2026-10-06 16:52:11 +08:00
sganggs be4242a815 feedback5 WE1: DESIGN §5.5 states the enemy damage frame (#29) and the 「同时攻击阻挡的所有敌人」 target count (the centurion item)
Docs only (golden unchanged): §5.5 Enemy AI — every enemy attack strikes at its clip's damage frame after its swing
starts, a stun / freeze / sleep / 浮空, hiding, 缴械, 恐惧 or 战栗 before the frame cuts the swing; §5.5 Operator attacks —
hitAllBlocked takes up to the block count (never fewer than 1). Both normative lines were left stale by those commits.
Also: the header of test/content/feedback5-lowhp-heal.test.js names its source (the local client's data) plainly.
2026-10-06 16:33:42 +08:00
sganggs 723ee72d38 feedback5: merge WE2 — fidelity (data / match / UI): summon hand counts from the tokens' hidden talents (麦哲伦 / 令 3, 白铁 2), 望's 棋子 on any tile, the 一会儿见! marker no hand card, TRY_SEARCH_ALLY_SKILL → SKILL_RANGE + allies, 斩业星熊's normal attack phys, IS / RA-only modules refused (SO-A / SO-B / RA-A), 黑键 S2 at full SP with a free tile, 重构体 / 战术锚点 placement, 塑心's cap per trait, random grants draw 自选 stock, diyBanned shown, AI 托管 buys 自选, 谬因 S2 / 薇薇安娜 S3 area triggers, #148 regression test, tier*.js / diyRecord shims removed; golden: coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116 moved (WE2's own), the W4B moves kept 2026-10-06 16:15:52 +08:00
sganggs b2d3964478 feedback5 WE1: 伺夜 S2 casts while the pack is in its 战术点形态 — the DP at once, the gift kept for the returning pack (follow-up 2)
PRTS 伺夜 S2 备注 「仅场上存在狼群,且狼群未获得此技能的充能时可触发技能」 uses S1's words, whose ① counts the 战术点形态 — the
follow-up's recommended reading [ASSUMED].

- vigil kit: S2 casts when ready while the pack is on the field in either form (packOf) and holds no unused gift; in the
  form it pays +cost DP at once and the gift waits on the pack for its next attack once back (the heal reaches a standing
  pack only). It used to wait for the pack.

Golden: no scenario moved (no corpus battle has S2 ready with the pack in its form).

Tests: kits_alt_t3 "3_19 伺夜 S2" updated on purpose (cast in the form, DP, the waiting gift); kits_t3, tokens_devices pass.
Docs: DESIGN §5.6 trigger note, PLAYING.md 技能自动释放.
2026-10-06 16:15:11 +08:00
sganggs 2eaef154d5 feedback5 WE2: AI 托管 buys the player's own 自选 pieces more readily and levels toward them a round earlier (#13)
bot.js: the player's own slotted piece scores DIY_PIECE_BONUS (12) more; levelUp takes the
step that opens a slotted tier with copies left one round earlier (diyOpensAt). Bots field
no 自选 piece. Exports buyScoreOf / levelUp / diyOpensAt for the tests. Docs: DESIGN §6.6,
PLAYING. Golden: coop2-NORMAL-70-diy moved — the 自选 seat under AI 托管 reaches level 6 one
round earlier and fields its tier-6 Sharp at round 12.
2026-10-06 15:54:07 +08:00
sganggs 53ee0a1c6f feedback5 WE2: 重构体 only on the ground inside Mon3tr's range, 战术锚点 only on a 高台 outside 凯尔希·思衡托's (#26)
Mon3tr T1 "可以在攻击范围内的地面使用…重构体"; PRTS 战术锚点 特性 "仅可以部署在凯尔希·思衡托攻击
范围外的远程位". tools/build-data.mjs summonRecord: ownerRange also from an owner talent
naming the token, ownerRangeOutside / rangedTilesOnly from the token text. Regenerated
offline: 3 paths (重构体 ownerRange true; 战术锚点 ownerRangeOutside, rangedTilesOnly).
Match: board.js placement class 'high'; PlayerState.summonExcluded in _legal, the
re-orientation lift (+ toast), _roomForOutOfRange, the invariants and the bot; the
client mirror (piecePosition HIGH, summonExcluded, reasons; English strings added).
Golden: no scenario moved.
2026-10-06 15:34:20 +08:00
sganggs 708719f382 feedback5 WE2: 黑键 S2 casts at full SP once a placeable tile of his range is free, no enemy needed (#23)
PRTS 黑键 S2 备注 "攻击范围内不存在可部署位时,技能不会被触发" (skill prefab _minTileNum 1):
the kit casts it (trigger NEVER + a tick: ready, able to act, one free deployable tile
in his range — hasRemnantTile, no rng) instead of the data's DEFAULT waiting for an
enemy. Checked and kept: 温蒂's cannon (summons follow the basic strategy, PRTS
"对于拥有手动释放技能的召唤物,亦会强制开启技能"), 凯尔希·思衡托 S2 (a medic's target is an
injured ally; the owner's ACTIVE_RANGE on her y-11).
Golden: diy-114, diy-115, diy-116 moved — the scenarios fielding 黑键 S2 (his S2 fires at
full SP from the battle start).
2026-10-06 15:25:07 +08:00
sganggs ac6f712142 feedback5 WE2: 自选 rosters refuse the 集成战略 SO-A / SO-B and the 生息演算 RA-A modules like ISW-A (#25, #10)
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
2026-10-06 15:18:25 +08:00
sganggs c6827a0eaf feedback5: merge feedback4 (583899d) — W4B ported: 阿戈尔's devoured base ATK as a 最终加算 (atkFinal), a fallen marker's marks still resolve, 缇缇 S2 pulses re-enter sleep for her trait (applyStatus reenter in server/sim/battle/status.js; the 缇缇 kit in kits/ops/chess_char_5_02-titi.js; Battle.js / tier5.js stay feedback5's façade and shim); golden: roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted moved, the same three as on feedback4 (bond-egirShip-high identical to it) 2026-10-06 14:47:13 +08:00
sganggs 583899d398 feedback4: merge W4B — 阿戈尔's devoured base ATK is a 最终加算 (new key atkFinal) and a marker knocked out during the devour still resolves its marks (GitHub #165 points 2 and 3, PR #176); 缇缇 S2's sleep pulses each count as a 沉睡 entry for her trait (GitHub #162); the owner's decisions of 2026-10-06; DESIGN §24.7 / §24.8 (the §22 marker sentence points to §24.7); golden: bond-egirShip-high, coop2-ABYSS-10-boosted, roster-042 moved (as W4B's commits name) 2026-10-06 14:42:43 +08:00
sganggs 7059528c47 feedback5: merge feedback4 (3af5b84) — PRs #186 / #134 / #185 / #24 / #183 ported to the split layout (terrainInfo / TERRAIN_TIPS into a new ui/gameLogic/terrain.js re-exported by the gameLogic.js barrel, closesOnFieldPress into ui/gameLogic/shortcuts.js, the rest in place; 42 strings through t(), #183's 设置 too); golden unchanged
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #185's TERRAIN_TIPS / terrainInfo went into the new
  public/js/ui/gameLogic/terrain.js (the barrel gains one re-export line); closesOnFieldPress 'terrain' into
  ui/gameLogic/shortcuts.js.
- i18n (docs/I18N.md): every new user-visible string goes through t() with an English entry in public/i18n/en.json
  (42, after the 补位 strings): the terrain names / tags / fact table are N_() and translated where terrainInfo hands
  them out, the mechanism lines are msgids with their numbers as params (a line with an optional half is two whole
  msgids, the list joins use an array param), the card's 地形机制 / 这一格 titles in ui/detailPanel.js. Official EN
  terms where the EN client has them (stage_table tileInfo: Active Originium, Mire, Exhaust Grille, Deep Water Zone,
  Incursion Point, Protection Objective, Tunnel Entry / Exit, High Ground; Camouflage). The Chinese output is
  byte-identical to feedback4's terrainInfo on all 5187 tiles of the 13 stages and on synthetic stages.
- public/js/screens/game.js (MatchScreen still lives there): the import keeps feedback5's names plus terrainInfo /
  fieldTile; the terrain stage is the one view.setStage gets, so it includes feedback5's fieldStage — a 联防 field is
  played on its own map (GitHub #41), and a tap there explains that map's tile, not the round stage's. The tileClick
  handler and render/app.js emitTileClick / ui/fallbackField.js auto-merged in place. terrainInfo reads the stage only,
  so a 补位 / 自选 board explains its tiles the same way (their pieces only change a piece's art and name).
- public/js/ui/detailPanel.js: the terrain branch of resolveDetail before feedback5's stand-in / 自选 helpers.
- public/js/screens/title.js (#183): feedback5's LangToggle / t() imports plus GIcon / SettingsModal; the gear
  button's aria-label / title are t('设置') (en.json already has "Settings").
- tools/fetch-assets.mjs / tools/assets/downloader.mjs: --add-only (keepExisting, the font skip) beside #24's
  --asset-source / SP_ASSET_SOURCE and the shared MirrorPolicy; feedback5's extraOperators / moduleTypes and the
  voice plan unchanged.
- data/assets.json: feedback5's manifest plus #134's audio.sfx.battle.leak (after heal, the plan order); stats files
  6993 → 6994 and bytes +23 240 as measured on feedback4; the hash recomputed with the generator's contentHash
  (c01aa739a2d3 → 6a547fc5c937). A field-wise JSON diff against feedback5 shows only those four fields.
- docs: DESIGN §24 intro and §24.5 / §24.6 as on feedback4 (the rest of DESIGN.md is feedback5's); ASSETS.md,
  DEPLOY.md, PLAYING.md auto-merged.
- Auto-merged and checked: audio.js (the sim still emits ['leak', id], server/sim/battle/deploy.js), render/style.js,
  textures.js, tiles.js, board3d/materials.js, boardArt.js, tools/assets/*, tools/setup.mjs, extract.py, the tests.

Checks: the PRs' unit tests (audio 22, gameLogic 44, terrain-detail 1, originium-art 4, boardart 15,
board3d-extract 9, asset-network 21, fetch-assets-shrink 4), i18n 9 / i18n-data 8 / i18n-server 4, client-static 313,
docs-consistency 24, kits_layout 6 pass; lint 0 errors (no new warnings), check:imports, typecheck; golden: all 283
scenarios match, nothing regenerated.
2026-10-06 14:41:40 +08:00
sganggs c236273cf2 feedback4: 缇缇 S2's sleep pulses each count as a new 沉睡 entry for her trait (GitHub #162; the owner's decision of 2026-10-06)
- The S2 ward ("期间持续使自身与该目标周围的敌人陷入沉睡") re-applies a 0.5 s sleep every 0.25 s, so an enemy held asleep
  was one entry for garrison_125 (「每当范围内有敌人或干员进入沉睡或晕眩时」 萨尔贡 / 精准 +1, elite +2, at most 24 / 48 per
  battle). The reporter's first-hand memory of the official mode: 「攻击范围内有陷入沉睡就开始迅速增加直至上限」.
- The pulse now passes applyStatus `reenter` (a new opt-in: statusApplied reports `entered`; the buff refreshes as
  before) — once per enemy and pulse, not while a longer sleep from elsewhere holds it. With one enemy in her range the
  trait reaches its cap 5.63 s into S2; an enemy outside her range still adds nothing; a refresh elsewhere is still no
  entry (the garrison rule is unchanged). No enemy wakes between pulses. The pulse timing is [ASSUMED] (not in the data).
- Tests: garrisons_battle — new 缇缇 125 + S2 test (normal and elite: an enemy at her back adds nothing over 8 s of
  pulses; an enemy in range beside both wards, one entry per pulse, takes the trait to 24 / 48 within 6.5 s).
- Docs: DESIGN §24.8 (and the §24 intro), the Battle.applyStatus / garrison / kit comments.
- Golden: roster-042 (缇缇 S2): her trait's 24 layers come within her first S2 (26–37 s) instead of over four casts up
  to 177 s; same totals (capped), and the earlier layers end the fight at 166.97 s instead of 182.03 s, 5 knock-outs
  instead of 7.
2026-10-06 14:40:33 +08:00
sganggs 5bc2669407 feedback4: 阿戈尔's devoured base ATK is a 最终加算, and a marker knocked out during the devour still resolves its own marks (GitHub #165 points 2 and 3, PR #176 by @SpiritedAwayCN; the owner's decision of 2026-10-06)
- PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 阿戈尔 ※: 「该付与来源获得所有标记单位的基础攻击力(最终加算)和阻挡数」. New
  additive mod key atkFinal (PRTS 游戏数据基础 A_f = F_t[(A + D_p)(1 + D_t) + F_p]):
  ATK = ((base + ΣatkFlat) × (1 + ΣatkPct) + ΣatkFinal) × ΠatkMul. The devour buff carries atkFinal instead of atkFlat:
  1000 base ATK, +100 % skill, +2000 devoured → 4000 (was 6000). Every other mod key keeps its meaning.
- 「标记按付与顺序触发【吞噬】效果,目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果」 cancels only the knocked-out
  target's marks: a marker knocked out earlier in the pass now resolves its own marks, the kill credited to it
  (「击杀来源始终为对应标记的付与来源」). A → B → C with B devoured first: C takes B's 5000 and the kill is B's. The 3
  revive slots, the 联防 front-tile devour and the down-at-start rules (DESIGN §24.3 / §24.4) are unchanged.
- Point 5 (the 流失's own source is the target itself) stays open: the hooks still see the marker (DESIGN §24.7).
- Tests: bonds_core — new 最终加算 test (4000; a 直接加算 still scaled; ×0.5 scales the whole), new A → B → C test,
  the dead-marker test rewritten (its mark now lands); feedback3-egir-down, feedback4-egir-unite, feedback3-ulpia-move
  read atkFinal; match/bosshp recomputes ATK with the 最终加算.
- Docs: DESIGN §24.7 (and the §24 intro, §5.2 / §5.3, the §24.4 atkFlat lines marked), SIM.md §3, research 02 §3.6
  and its JSON spec; data/bonds.json regenerated with build-data --offline — only egirShip.spec.algorithm[2] / [3]
  changed.
- Golden: bond-egirShip-high (the devourers 深巡 / 幽灵鲨 / 斯卡蒂 no longer scale the devoured ATK by their ATK +%; the
  fight ends at 89.03 s instead of 74.03 s), coop2-ABYSS-10-boosted (from round 8 ai_0 has 3 more 阿戈尔 and 奥术
  layers — 海霓's first-kill trait — and both bots' boss damage moves). The marker rule moves no scenario.
2026-10-06 14:39:32 +08:00
sganggs a009d77d71 feedback5: merge O24 — 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体); engine (additive): mod blockRadiusScale widens the air-block radius (0 for every other unit); golden: only diy moved — all 71 自选 operators now have kits 2026-10-06 14:18:10 +08:00
sganggs 4f870013c7 feedback4: merge master — PR #186 (board textures as WebP), PR #134 (the leak alarm), PR #185 (terrain tap-to-explain, one 活性源石 material); DESIGN §24 intro lists §24.5 / §24.6 after the 0.1.4 sections; golden unchanged (client and tools only) 2026-10-06 14:10:29 +08:00
Cartethyia f6f5ed50cd A special terrain tile explains itself on a tap, and 活性源石 is one material on both boards (GitHub #184) (#185)
Tapping a 活性源石 / 沼泽 / 深水区 / 排气格栅 / gate / teleport tile opens a read-only card with that stage's own terrain numbers (the boss-prep board picks the board tile once, through prepXf.toBoard); the 2D atlas cell and the 3D shader now share one 活性源石 palette and recipe and draw to the tile edge. Contributed by @Convey123.
2026-10-06 14:08:18 +08:00
sganggs 0451860cf9 feedback5 O24: 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体)
Two owned 6★ picks get their operator kits (kits/ops/op-kalts2.js, op-monstr.js; OPERATOR_KIT_FILES):
- 凯尔希·思衡托 (char_1052_kalts2, 守望者, no module): heals that pass 凯尔希's Mon3tr; 遗尘守望 (HP / DEF +25 %,
  block +1, 阻挡半径倍率 +0.23, 起飞); 医者丰碑 (operators entering her range: a 1-hit 护盾 and 生命回复速度 +50 / 罗德岛
  +100 for 30 s); S1 (ATK / ASPD, other 起飞 operators' 阻挡半径倍率); S2 (y-11, 10 shots: true damage + 停顿 and a
  heal within 1.5, at an enemy or an injured ally); S3 (ATK, interval −1.55, 2 targets; with her placed anchor: two
  operators withdrawn into 【待投放】 and back, her flight and 【移动】 onto the anchor). The anchor's kit (无敌, never
  attacked); content/tokens.js docks it as a skill's summon.
- Mon3tr (char_4179_monstr, 链愈师, XAH-X): her own chain (x-4 jumps, ×0.75 / ×0.85, free links), the 重构体's kit
  (禁疗 but hers, 流失, ATK aura, its return), 战术协同 ASPD, S1 next heal, S2 (the 重构体 first, a second chain
  0.6 s on), S3 (needs the 重构体: the move onto its tile, true melee, 不死, the 【返回】).
Engine (additive): mod `blockRadiusScale` = 阻挡半径倍率 − 1 (buffs.js, units.js s.blockRadiusScale): the air-block
radius of Battle._checkBlock is 0.8944 × (1 + it) — 0 for every other unit. docs/SIM.md §1.2 / §2 / §3, DESIGN §5.5.
Tests: test/content/op_kalts2.test.js (10), test/content/op_monstr.test.js (10).
Golden: only diy moved — diy-110 … diy-112 are new and diy-106 … diy-109 re-packed (the two kits' configurations
join the family's 12-per-battle packing); roster, bonds, fields, matches and standins are byte-identical.
2026-10-06 05:10:33 +08:00
sganggs af466c6cfe feedback5: merge feedback4 (9d563424) — the settlement line (结算) is spoken again; in 0.2.0 the speaker is the record the own piece shows (screens/game.js ownShown: a 补位 piece's stand-in with its own voice, a filled 自选 slot's operator, else the chess record's charId); golden unchanged (client only) 2026-10-06 04:39:17 +08:00
sganggs 9d56342494 feedback4: the settlement line (结算) is spoken again — a battle result's unitsEnd names chess ids (chess_char_*), so the game screen maps them to the operator through the chess record's charId (resultSpeaker charOf); as merged in #73 the speaker took char_* ids only and no battle ever said its line (found while porting #73 to 0.2.0); test runs a real battle result through it; golden unchanged (client only) 2026-10-06 04:37:26 +08:00
sganggs c5e8d13636 feedback5: merge feedback4 (beb0296) — PR #73 (operator battle voices) ported to the split layout (the voice setting into ui/gameLogic/settings.js, the gameLogic.js shim unchanged; onResult and DetailPanel voice stay in screens/game.js, which needed its store import back; the sim's 'engage' in server/sim/ai.js performAttack, still the one battle/combat.js and devices.js call; plan.mjs / fetch-assets.mjs merged with --add-only, extraOperators and moduleTypes; the 干员语音 slider through t() with English); golden: roster / bonds / fields / standins / diy differ only in events.engage, matches unchanged
Ported by hand:
- public/js/ui/gameLogic.js is a re-export shim on feedback5: #73's DEFAULT_SETTINGS / sanitizeSettings `voice`
  hunk went into public/js/ui/gameLogic/settings.js.
- public/js/screens/game.js: MatchScreen still lives there, so #73's onResult (battleRunner 'result' → resultSpeaker /
  resultVoiceSlot) and `voice=${combat}` on the DetailPanel auto-merged in place. feedback5's game.js no longer
  imported `store` (the split moved its other users), so onResult's store.get() would have thrown into its
  try/catch and the 结算 line would never have played: `store` is imported again. `localAsset` stays dropped.
- public/js/ui/settings.js (i18n phase 1): the slider is `label=${t('干员语音')}`, public/i18n/en.json
  "干员语音": "Operator Voices" (next to Music / Sound Effects).
- tools/assets/plan.mjs: buildPlan takes #73's charword / voiceLang / voiceSlots and feedback5's extraOperators /
  moduleTypes; the template has `modules` and audio { bgm, bossBgm, voice, sfx }. `chars` now includes the 自选 picks,
  so the voice loop's comment says so (the next `npm run assets` plans their lines too).
- tools/fetch-assets.mjs: parseArgs keeps --add-only beside --voice-lang / --voice-all.
- data/assets.json: feedback5's manifest plus #73's audio.voice (120 operators, after bossBgm, the plan order);
  stats files +1680 and bytes +42 041 118 as measured on feedback4, voiceChars 120; the hash is recomputed with
  the generator's contentHash. No other entry changed.
- docs/ASSETS.md: the stats line lists modules and voiceChars. DESIGN §21.30 stays where feedback4 put it; SIM.md's
  'engage' line and docs-consistency's §21.30 test auto-merged (game.js / detailPanel.js still hold the pinned code).
- Auto-merged and checked: audio.js, battle/runner.js emit('result'), components.js mic icon, detailPanel.js voice
  prop, shared/protocol.js EV.ENGAGE, server/sim/ai.js, tools/assets/audio.mjs / cache.mjs, #73's tests.

Where #73 met feedback5 work:
- 补位: a chess fielded as its stand-in shows the stand-in in the detail card, and audio.js keys battle lines by
  UnitInfo spine (the stand-in's model). The 选中干员 line now takes detail.standIn.charId first, so the stand-in
  speaks, not the operator it replaces (test/ui/standin-ui.test.js pins it). A 自选 record is already the pick's.
- The sim's 'engage': stand-in and 自选 units attack through the same performAttack, so it fires for them as well.

Golden regenerated: every moved scenario differs only in events.engage (the new event's count; no gameplay change),
proven by a field-path diff against feedback5:
- roster: all 49; bonds: all 46; fields: all 22; standins: all 10 (the stand-ins engage).
- diy: 101 of 109. Unmoved: diy-010/011/012/092/093 (闪灵, 夜莺, 凯尔希 squads: they only heal, and a heal never
  engages) and diy-077 (薇薇安娜), diy-080/081 (赫德雷), whose picks make no attack in those battles (already so on
  feedback5).
- matches: unchanged.
2026-10-06 04:31:38 +08:00
sganggs c06e80e370 feedback5 WN: docs for the 补位 display — PLAYING §3 (a not-owned operator is shown as its stand-in in the shop, hand, board and result, what stays the original's, one stand-in for several chess, teammates see it too), DESIGN §16 (干员持有 paragraph), DATA.md §18 (match / client paths), SIM.md (UnitInfo standInFor on scouted bench pieces and m.result lineups); the owner's recall of 2026-10-06 2026-10-06 02:40:46 +08:00
sganggs beb0296a52 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 2026-10-06 01:55:26 +08:00
Cartethyia 54cdad2602 Operator battle voices: the official combat lines play by voice slot during battles, one at a time (#73)
Deploy, skill and result lines come from the operators' official voice slots; a newer line takes the channel over (stale callbacks of the replaced line no longer release it), and the result line is spoken by an operator of the player's own battle. Contributed by @Convey123.
2026-10-06 01:44:46 +08:00
sganggs f9093c3305 feedback5: merge feedback4 (47789ab) — Skill.end owns a restarted cast's events, 伊内丝's 影哨 hooks before 不屈's redeploy (ported to kits/ops/chess_char_4_04-ines.js; tier4.js stays a shim), DESIGN §24.2–§24.4; golden unchanged 2026-10-06 00:34:39 +08:00