- 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.
- 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.
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.
Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
docs/SIM.md §2: the countdown (attackCountdown, 1e-9 like timeLeft / buffs / every()), 1 s = 30 ticks and 3 s = 90, the
双眼皮 turrets and 寒檀's icicles on it, the drones that compared with 1e-9 already, the count-up content clocks not
covered; the official note — PRTS 作战机制/sandbox 「帧对齐机制对攻速的影响」: one frame = 1/30 s, since 2019-12-24 a
non-integer frame count is rounded (四舍五入; before, 进一取整), an exact one stays; here a non-integer count still ends on
the tick that crosses 0 (⌈30 × interval⌉: 1.25 s = 38, 能天使's 0.678 s 21 against the official 20) — an older
difference, unchanged. §7.1: SP within 1e-9 of the cost is the cost (gainSp, _normalize). design/geometry-time.md §4:
the engine's timer tolerance in one place. history/0.2.2.md §27.61 (Seen / Official / Now / Golden with the end-result
flips one line each / Tests / Docs) and the area map's "→ §27.61". docs-consistency + docs-paths: 31 pass.
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
2 skipped); lint 0 errors.
Branch review of fb7-unbalance (MERGE AFTER FIXES):
1. A 静态刚体 pulled got the 0.1 s floor: _staticForce now knows push from pull — a push's force is instant (推与拉), so
0.1 s; a pull's lasts its window (pullUnbalance: 1 s, 0.5 s below −1) — PRTS 特殊机制 静态刚体 「在失去施力后立刻」 out,
「0.1 秒保底」. pull() checks the puller's own block before the static case.
2. 弧光锋卫 (PRTS 天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」, data unbalanced_bleed): a tick bleed of 400 every
0.066 s while unbalancedNow holds; the per-tile one-shot from the position jump ([ASSUMED], UNBALANCE_SPEED) is gone.
A 受力等级 0 push (0.8 s) → 12 hits = 4800 (was 2037), a 急停 pull with no movement (1 s) → 15 = 6000 (was 0), a
wall-shortened slide keeps the 0.8 s row → 4800.
3. 失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」: enemies/helpers.js unbalancedNow; canCast(e, sil, battle) refuses while it
runs (content skills; the boss parts' calls pass the battle), blinkForward returns null, 枯朽之种's dive / blast and the
铳 / 碎铳之簧 charges wait, 乌顶巨角卢鲁's clash waits for its end. A route APPEAR relocation clears it (a forced state
switch, 失衡位移机制). Left running on purpose (docs/SIM.md): 水遁忍者's damage check (异常效果 「仍然能正常造成伤害」), passive
auras and terrain / periodic effects, death / damage-taken triggers, skill cooldowns, 弧光锋卫's bleed itself.
4. husk() (逐火 余烬 重生) clears the state like reborn().
5. The 35/30 row held 36 frames (t0 + 35/30 overshoots in floats): every check compares with 1e-9; the frames are asserted.
Tests: test/sim/unbalance.test.js +6 (exact frames 6 / 12 / 24 / 27 / 32 / 35 with the walk on the next frame; static pull
1 s / 0.5 s, push 0.1 s; 弧光锋卫 4800 / 6000 / 4800; canCast / blinkForward refused, 枯朽之种 held then diving; the elk's clash
after the state; APPEAR and a 逐火 重生 clear it — all six fail on the parent); enemies_bosses (失衡 kit test) and
feedback1d-solvent (BUFF damage) updated to the state bleed. test/sim + test/content + test/render pass. Docs: SIM.md
(push / pull row), PLAYING.md, design/engine.md (helpers, enemy AI), constants / displacement comments.
Golden against the previous commit — outcome moves: roster-010 (歌蕾蒂娅 pulls 妖怪 drones, now held 1 s: killed 44→45,
leaks 58→57), roster-040 (static pulls of 妖怪: killed 28→25, leaks 37→40, deaths 29→30), roster-043 / 044 (山: deaths 14→16 /
14→13), hidden-boss_9-pair (锏: boss HP 3636991→3586929), coop4-ABYSS-7 (ai_2 LP +1 from round 5), diy-115 (黑键: leaks
70→75), diy-116 (黑键: killed 2→3, leaks 121→120) — the static pulls (probe) and the 1e-9 end (a frame shorter where the float
sum overshot: the 35/30 row, some pull windows); other moves (damage / snapshots only): roster-008 / 017 / 039, 9 bonds,
boss-boss_4-pair / boss_6-pair / hidden-boss_10-pair, coop2-NORMAL-14-standins / coop2-NORMAL-3 / solo-ABYSS-1 /
solo-HARD-1 / solo-HARD-9-boosted / solo-NORMAL-1, diy-053 / 085 / 102.
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
(stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
lint 0 errors; typecheck; i18n strict clean (1152 msgids).
Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the
official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0
puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a
forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's
check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力
等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空.
Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 /
PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction
included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall
stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller
blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level
≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends
the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new
normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no
status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope).
The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s);
render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is
only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived
from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption.
Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held;
the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体
0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js
(+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is
now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull,
displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5.
Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves:
roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47),
roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3),
roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山:
deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks
3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair
(莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP
6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP
3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1);
diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121),
diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins,
coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2
(ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage,
heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair,
standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1.
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
(db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
- Grok review: MERGE AFTER FIXES — the end-portal wait (0 s → 3 s, the data's modal crossing) fixed on the branch
(1205336a). solo-NORMAL-1 still fails the Hidden Core (explained in the branch commits).
- Golden union OK; broad node --test 5517 (5516 pass, 0 fail, 1 skipped); lint 0 errors.
- Grok review: MERGE AFTER FIXES — the HIGH finding (skills opened on the device but spending nothing) fixed on the branch
(69d791f9: skills.js allyTargetsOk, per-kit allyTargets flags).
- Golden union OK; broad node --test 5500 (5499 pass, 0 fail, 1 skipped); lint 0 errors.
Review of fb7-gh-sim (MERGE AFTER FIXES, high): 4128965a wrote u.atkCd after such a cast and gated the tick casts on it,
so each cast took the attack that was due — 度算浪波 with 迅捷: 15 casts, 0 attacks in 20 s (silenced: 15 attacks);
冲锋号令·γ型 and 医疗无人机 lost one attack / heal per cast; after an idle cast the next attack waited the armed cooldown.
PRTS 度算浪波 is an automatic instant throw, not an attack.
Now (skills.js): such a cast (instant / charges, no spec.attack, not the DEFAULT cast right before an attack) sets
skill.nextCastAt = now + the unit's attack interval, and the casts checked in skill.tick wait for it; the attack cooldown
is not touched (reset on deployment, like opReadyAt). Measured (20 s, 引星棘刺 S1, 迅捷 229 layers): 12 casts — the first at
4 s as SP fills (#124), then one per 1.36 s — and 14 attacks, as many as silenced; without 迅捷 3 casts and 14 attacks; an
idle cast does not delay the next attack (1 tick). [ASSUMED] one attack interval stays.
Tests: bonds_addon «迅捷 refills 引星棘刺 S1 at once …» now asserts the casts take no attack (attacks = the silenced run's;
fails on 4128965a: 0 vs 4, and before it: 180 casts in 6 s); op_wang waits skill.nextCastAt; playtest6-skills (锏) back to
its original timing. test/content + test/sim: 2835 pass. Docs: SIM.md §7, PLAYING.md 技能自动释放 (no attack is taken).
Golden: against 4128965a's files roster (21) bonds (9) fields (9) matches (16) standins (6) diy (22) scenarios move back; against the
same code with the gap disabled only roster-033 and roster-034 differ (引星棘刺 S1 recast within one interval) — the
84-scenario move of 4128965a came from the attack cooldown, now gone.
The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy
vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit
crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s
WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the
SIM.md sentence and the portalPickup comment.
Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing,
entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9.
Golden (against the 0 s version; the rounds of every match unchanged):
- matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0,
14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with
0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the
team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the
leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the
redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs).
- matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP
361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473.
- fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair
(killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482),
boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the
portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12),
hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760).
- unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy
families.
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
(resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims
with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing,
引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with
only the device in range; of the 351 skills the device opened, 67 never touched it.
- skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec
`allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and
still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed
skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills).
- Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends
her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after
every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas.
- Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no
attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3
and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused).
- 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device).
Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that
acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md.
Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent).
A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.
- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
(shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
The owner's decision (relayed 2026-10-08): only the 速射手 air priority outranks the attacker's own blocked enemy — PRTS
索敌的概念 「阻挡(近战限定)→特殊优先级→…」 — while the user's playtest #6 rule 「阻挡了就一定要能打到」 keeps 'blocked first'
for every other attacker and priority. PR #220 by TsangAsuna (for #205) moved every special priority ahead of the block;
re-implemented for priority 'fly' only (targeting.js sortEnemyTargets: the fly key, then blocked, then the rest as
before) — the trait's priority and a skill's targeting priority 'fly' (新约能天使) alike. Seen (repro): 能天使 on a melee
tile blocking a walker kept shooting it with a flyer in range; now the flyer, and 远牙 (神射手, lowest DEF first) still hits
the enemy it blocks over a softer or a flying one. Docs: SIM.md (blocking), design/engine.md, PLAYING.md 阻挡.
Golden: roster-026 (流星, 速射手) and roster-037 (新约能天使's priority 'fly') now shoot flyers in range while blocking.
Seen (#298, FrogThai): 度算浪波 (AUTO, instant, SP_FULL, cost 6, no attack) with 迅捷's refund (12 + 15 at ≥ 40 layers)
cast 60 times in 2 s — every tick — at ASPD 100 and at ASPD 600 alike (repro): skill.tick checks tick rules before the
attack loop and an instant cast ended without touching the attack cooldown.
Now (skills.js): such a cast (instant / charges, no spec.attack) sets atkCd to at least the attack interval, and the
casts checked in skill.tick (the tick rules, the DEFAULT of units that never attack, content trigger ranges) wait while
the cooldown runs beyond this tick — a remainder ≤ dt is this tick's slot, which the cast claims before updateAlly's
attack. A cast right before an attack (onAboutToAttack, DEFAULT) is followed by that attack as before; timed skills,
"next attack" skills and TAKE_DAMAGE / kit casts' gating are unchanged (a TAKE_DAMAGE or kit cast also takes the cycle).
[ASSUMED] one attack interval (PRTS prints no 前后摇 for such casts). Measured: 2 casts / 0 attacks in 2 s at interval
1.36 s, 9 at 0.25 s; with no enemy it still fires at full SP (#124). Not taken: PR #313's 3 s operation cooldown for
AUTO skills (it conflicts with #124). Docs: SIM.md §7 trigger rules, PLAYING.md 技能自动释放.
Golden — every moved battle fields an instant no-attack skill cast from the tick, which now waits for / takes the
attack cycle (德克萨斯 S2, the 先锋 DP skill skcom_charge_cost, 赫默 S2, 雪猎 S2, 莱恩哈特 S2, 凛御银灰 S1 / S2, 异客 S3,
锏 S2, 伺夜 S1 / S2, 焰尾 S1 / S2, 引星棘刺 S1, 忍冬 S2, 郁金香 S3 (补位); 自选 陈 / 艾丽妮 / 嵯峨 S2, 左乐 S3, 重岳 S2,
温蒂 S3, 望 S1 / S2, 多萝西, 黑键 S2): roster (22): roster-001 roster-003 roster-005 roster-008 roster-010 roster-012 roster-014 roster-015 roster-016 roster-018 roster-020 roster-021 roster-028 roster-029 roster-031 roster-033 roster-034 roster-039 roster-040 roster-041 roster-042 roster-048;bonds (9): bond-deputShip-low bond-indomShip-low bond-raidShip-high bond-skillfulShip-low bond-soloShip-high bond-suntShip-low bond-victoriaShip-high bond-visiShip-high bond-visiShip-low;fields (9): boss-boss_1-pair boss-boss_2-pair boss-boss_3-pair boss-boss_4-pair boss-boss_5-pair boss-boss_6-pair hidden-boss_10-pair hidden-boss_8-pair hidden-boss_9-solo;matches (16): coop2-ABYSS-10-boosted coop2-HARD-4 coop2-NORMAL-14-standins coop2-NORMAL-3 coop2-NORMAL-70-diy coop2-NORMAL-8-serverrun coop3-ABYSS-5 coop4-ABYSS-7 coop4-FUNNY-6 solo-ABYSS-1 solo-FUNNY-1 solo-FUNNY-2 solo-HARD-1 solo-HARD-2 solo-HARD-9-boosted solo-NORMAL-1;standins (6): standin-01 standin-03 standin-04 standin-08 standin-09 standin-10;diy (22): diy-001 diy-002 diy-003 diy-004 diy-005 diy-007 diy-013 diy-014 diy-015 diy-033 diy-034 diy-035 diy-036 diy-037 diy-109 diy-110 diy-111 diy-112 diy-114 diy-115 diy-116 diy-137
Tests adapted to the rule: op_wang (the second 立即获得两枚棋子 waits out her cycle), playtest6-skills (锏 S2's first cast
may wait one attack interval).
GitHub #375 (FrogThai): 「水图boss会从下面这条路往蓝门走,实际应该从上路走」. The walking leaders of 战场#08(下半) 涨潮控制
(act2autochess_m04) are 铳 (level_act1autochess_h07_02 route 6; the Hidden Core 铳 on act1autochess_h08_02's patrol
routes) and 卢西恩 (act2autochess_h07_05 route 8): PATROL_MOVE (3,9) → (2,3) → (5,9). Measured (notes repro-375.mjs):
ours 「3,9 2,9 2,6 4,6 4,4 2,4 2,3」 — the lower road through the 深水区 (3,6) / (4,6) — against the official SPFA
「3,9 5,9 5,4 2,4 2,3」 along row 5 with one 深水区 (5,6); the mirrored (3,11) → (2,17) split the same way.
Cause: grid.js _buildField takes the blockable-ground preference pointer (user playtest #2) when its route crosses
strictly fewer non-blockable tiles; 深水区 is non-blockable itself (no deployment), so the lower road counted 2 against
the upper road's 3 (two floor tiles and one water tile) and won. Official pathfinding is the plain 4-neighbour SPFA
(research 08 §3.1). Now the preference pointer is taken only when its route also crosses no more 深水区 than the official
pointer's (a per-tile `deep` count beside `cost`, start excluded). Rule from the Grok triage (scratch-i1b/375.patch),
re-implemented with a precomputed Grid.deepWater mask (terrain 'deepsea': tile_deepsea and tile_deepwater).
Scope (notes dump-fields.mjs / check-official.mjs, every stage × normal / 联防 / boss rect × every walkable
destination): 48 fields change, only on the two water maps (act2 m04 boss field; the inactive act1 m05), 149 pointers,
every one back to the official pointer. The 21 accepted DEVIATIONS (战场#01 / #02 floor, #07, the inactive #05's 7
water-avoiding routes) are unchanged, as are all 154 audited gate routes and data/stages.json's groundPaths
(tools/build-data.mjs --offline into a scratch dir: every data file identical). Other boss-field preference routes of
m04 that cross fewer 深水区 than the official one stay.
Tests: test/sim/pathing-official.test.js — two new #375 tests (the four patrol legs equal the pure official waypoints;
in a real battle the 铳 climbs to row 5 and steps on the 深水区 (5,6) only), both failing on the parent;
test/sim/pathing-crosscheck.test.js — the independent reference port gets the same 深水区 rule (it flagged both the
patrol leg and a random-crate normal-field route of act2 m04 until then); test/sim/pathing-blockable.test.js — the WALK-leg
audit compares with the equal-length routes that cross no more 深水区 than ours (the 14 accepted arena exceptions
unchanged). Grid-related suites 777/777.
Golden:
- fields boss-boss_2-pair (铳 pair on act2autochess_m04, act1autochess_h07_02): the two 铳 patrol the upper roads;
leader left 5311560 → 5301010, p1 damage up / p2 down, deaths 0 / 2 → 1 / 3; still 8 / 8 kills.
- matches coop2-ABYSS-10-boosted (act2 m04; Final Assault 卢西恩, Hidden Core 铳): still cleared, team LP 800 → 615. The
bots' operators stand on the lower rows (the same tiles as before); with the leaders on the upper road the Final
Assault lasts 335 game s instead of 247 and the Hidden Core 638 instead of 190, both past the 150 real-second mark:
the overtime drain takes 17 + 168 LP (none before), no leak.
Community report relayed by the owner: 炎祐好像吃到了不该吃到的地面伤害. 炎佑 is a flying ally (PRTS “炎佑”
行动方式 飞行). The ground terrain (活性源石), 烹泉 / 沏虹, 庞贝 and 集团军重型火炮 already skipped it, but these
不可对空 effects (PRTS, read for every enemy of data/enemies.json) went through areaAllies / fieldAllies /
targetsNear, which exclude 起飞 allies only:
- 死亡爆炸 of 高能源石虫 / 冰爆源石虫 / 卷心籽 (archetypes deathBoom: `noAir`, on by default; 寒冷 too);
- 水遁忍者 漩涡形态 "每秒对半径1.0范围内的所有我方单位造成…(无视迷彩,不可对空)";
- 鼎沸 "攻击范围内的所有我方单位每秒受到…法术持续伤害与…灼燃损伤(不可对空)";
- “萨科塔昂首” 祈祷邀约 "令全场我方单位(不可对空,无视迷彩)获得15s【受邀祈祷】攻击速度-30";
- “斩胄之剑” / “破胄之锤” "普通攻击对攻击范围内的所有我方单位造成…物理普通伤害,不可对空" (its target rule too).
A ground enemy's normal attack and the 不可对空-free effects still reach it (PRTS: enemies that hit air target it).
Tests: test/content/feedback7-yanyou-noair.test.js (8; all fail on the parent).
Community report relayed by the owner: 炼金师分支干员的炼金单元无法给不屈者等禁疗的干员提供生命恢复. The
alchemist branch is 锡人 and 引星棘刺. 锡人 S2's recovery was already an hpRegen buff (PRTS 锡人 备注:
"生命恢复的提供方式为增加目标的“生命回复速度”属性,不受治疗加成和禁疗影响"). 引星棘刺 S1 度算浪波 ("每秒回复相当于
攻击力…的生命值") and S2 解构涌潮 ("友方单位每秒恢复相当于攻击力…的生命") carry the same wording and blackboard key
(hp_recovery_per_sec_ratio[_chr]) but called battle.heal, which 不屈者 (no heal from others) and 禁疗 refuse.
Both are now an hpRegen buff per alchemy unit, set at each 1 s pulse until the next (锡人's pattern): the
same amount per second, not scaled by heal bonuses, credited to the target's own regen; S2 skips 孤立
units like every ally effect. Her PRTS page has no 备注 on this; the classification rests on 锡人 and the report.
Golden: roster-014, roster-015, roster-033, roster-034, bond-maniShip-high, bond-soloShip-high,
boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair (引星棘刺 on
the board, S2 by default) and coop2-NORMAL-14-standins (h_0 fields her from round 11): her allies' HP
now rises over each second instead of in one lump, and the heal stats move from her to them.
Tests: test/content/feedback7-thorn2-regen.test.js (2; both fail on the parent); the S1 case of
kits_alt_t5 asserts the regen buff instead of a heal of hers.
Community report relayed by the owner: 伊内丝激活突袭瞬移以后3技能被吞. The 突袭 jump retreats the operator,
which ends her running S3 独影归途 (PASSIVE, spCost 0, "部署后…", cast by her kit's deploy hook), and
redeploys her with keepSp (activity_table bondeffect_raid "保留技力立即再部署"). The snapshot taken after
the retreat held 0 charges and was written over the charge reset() had just given the free skill, so
the landing's activate('deploy') failed and S3 never ran again. keepSp now applies to skills that cost
SP only; 伊内丝 S2 (27 SP) keeps a full charge and a partial bar as before. The other free skills set
activateOnDeploy and were already running at that point (not affected).
Tests: test/content/feedback7-ines-raid.test.js (2; the S3 one fails on the parent).
Community report relayed by the owner: 圣约送葬人 hitting 白铁's device spent no bullet and gained no layer.
Our attacks already selected the device (Battle.setAllyTarget, damage cancelled), but every skill start
condition counted enemies only, so her MANUAL ammo skill (DEFAULT) never opened. The owner's rule of
2026-10-08: a registered ally target in range counts like an enemy for a non-heal skill's auto start.
- skills.js `_allyTargetIn`: DEFAULT (about to attack, the initial range; SEARCH / ACTIVE_RANGE through
it), CUSTOM_RANGE, SKILL_RANGE, GDGLOW_SKILL_2 (anywhere) and the content trigger ranges. Heal skills
never count it (禁疗). It stays out of enemiesInKeys / canTargetEnemy.
- 雪猎's empty-magazine S2 cast counts it too; allyTargetsInKeys takes a Set of tile keys.
- 白铁™多功能平台 stays no target. Kits whose own selectors pick enemies (陈 S3, 艾丽妮 S2 guards,
蕾缪安 S3 locks) are unchanged.
Tests: test/sim/feedback7-allytarget-cast.test.js (4; 3 fail on the parent).
The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design
built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383).
- b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView /
negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one):
ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP
fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new
mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function
op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose
skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura
cannot wait for the first ammo row.
- render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the
older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the
SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the
wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no
standing aura (rings.js _aura; the activation burst stays).
- PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the
official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are
folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js).
- Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js.
- Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved).
- Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck,
check:imports, docs tests.
Co-authored-by: Convey123 <Convey123@users.noreply.github.com>
PR #347 by @CXUtk, applied with changes. Kept: 追逐模式 lasts the gain's whole 5 s — PRTS 假想敌:铳 末日布道 "令全场的
“碎铳之簧”获得5秒增益…增益期间切换为追逐模式", “碎铳之簧” 追逐模式 "持续追踪令其进入该形态的场上的假想敌:铳移动" (no
arrival clause, unlike the 铳's own 冲锋模式, which ends "到达目标所在位置后"); data skill 2: cooldown 45, initCooldown 20,
dog_duration 5, move_speed 8. kitSpring no longer ends the chase when it reaches the gun or comes within 1 tile; with no
gun left on the field the spring holds still until the gain ends (until 0.2.1 that ended the chase at once).
Not taken (the maintainer's decision on the Grok triage): the second gun's half-cooldown first-call delay and the cond
that refused a call while any spring was chasing — neither is in the data, and the lock contradicts the handbook's
「持续召唤场上所有“碎铳之簧”向自身移动」 (a call takes every spring to its caster). Both guns keep their data timers, so on a
pair field the mirrored gun's call, a tick after the first, retargets the springs for a new 5 s.
Measured (notes repro-347.mjs): a spring 0.2 tile from the gun chased 0.03 s, one 5 tiles away 2.97 s; now 5.03 s both.
Tests: test/content/hidden-gun-pursuit.test.js (new, 5; the arena harness and two tests are the PR's): the full 5 s
next to a moving gun and with no gun left fail on the parent; the pair timing (20 s after each gun's spawn, then every
45 s, the two calls a tick apart), a mid-chase call retargeting the springs for a new 5 s and the solo timing guard
against the stagger / lock. test/sim/feedback1e-healers.test.js E2 audit: the fields whose leaders / parts a healer must
block run 200 s instead of 120 — on the solo 铳 field the springs now first meet a healer at 145 s (at 21 s until now).
Golden (on top of the portal commit):
- fields hidden-boss_9-pair: the springs spend 5 s invulnerable per call, so they take less (actrpa 855522 → 722451,
actrpb 798033 → 660498, actrpc 1384683 → 1168947) and pass less on; leader left 3511007 → 3747749; p2's deaths
7 → 12 (longer tramples); still 8 / 8 kills, no leak.
- fields hidden-boss_9-solo: leader left 1932856 → 2011732; the springs take less; 隐德来希's candles (5601_entlec, an
enemy-side summon) 6 → 8.
- matches coop2-ABYSS-10-boosted (hidden boss_9): still cleared at 800 LP; the seats' leader damage shifts
(7523075 / 6369365 → 6992346 / 6900614).
PR #337 by @2321Robin (GitHub #336, both with a recording of the official game), applied with small changes: the exit
distance uses detmath hypot (PR #373 bans Math.hypot in the sim), comments cite the data counts as measured here
(137 routes end on [1,3] / [1,17]; 95 explicit DISAPPEAR / APPEAR pairs, all → [5,10]), the end-teleport's zero wait
is marked [ASSUMED] beside the pairing, and the test reads the test enemy's own leaks (the templates' escorts leak too)
and checks the entrance itself is no leak.
- simdata.js portalAppear: act1autochess_h07_02 #4, act1autochess_h08_02 #5 / #9 and act2autochess_h07_05 #6 write
DISAPPEAR → WAIT → MOVE[5,10] with no APPEAR (the level files too); the exit APPEAR is inserted before that move.
Before, the enemy walked the rest of its route hidden and leaked unseen.
- ai.js portalPickup: a route that ends on tile_telin (the boss / Hidden Core circuits) vanishes the enemy, brings it
out of the farthest telout ([5,10]) and walks it to the nearest blue door ([2,2] / [2,18]), where it leaks. Before,
stepping into the corner portal was the leak. Mid-route crossings are unchanged (every MOVE onto an entrance in the
data is followed by an explicit DISAPPEAR).
Golden — only boss / Hidden Core fields and the matches' final rounds move (no round row of any match moves):
- fields boss-boss_2-solo (铳): the 2 lrrook escorts still leak, now at the door after the portal, and take 120652
damage instead of 66943; leader left 2761255 → 2763024.
- fields boss-boss_4-solo (昆图斯): the 2 dspred leaks now happen at the door; one more operator death (6 → 7);
leader left 3759559 → 3759921.
- fields boss-boss_6-pair (阿利斯泰尔): the 2 hllevi_2 that leaked at the portals are killed on the way back:
killed 4 → 6, both players perfect (1 leak each → 0); leader left 7017881 → 6972383.
- fields boss-boss_6-solo: killed 5 → 8, leaks 5 → 2 (the 3 msfshu that leaked are killed; the 2 hllevi_2 leak at the
door); leader damage 105194 → 75209.
- fields hidden-boss_8-pair (胄): p2's one vtsk leak is gone — that vtsk is still walking to the door at the 200 s
cap; p2 perfect.
- fields hidden-boss_8-solo: killed 3 → 8, total 13 → 19 (more sfshu die, so more msfshu split off: 3 → 9), leaks
10 → 10; leader damage 402606 → 191576 (the escorts that come back out of [5,10] draw the fire).
- fields hidden-boss_9-pair (铳): from portalAppear alone — h08_02's routes #5 / #9 no longer count the portal hop as
8 tiles of walking, so the targeting order of those escorts changes; leader left 3570058 → 3511007.
- fields hidden-boss_10-solo (管): the yokai_3 escort crosses back (taken 68252 → 101682), 4 more operator deaths;
leader left 7323878 → 7323370.
- matches solo-FUNNY-2 (boss_5 Final Assault, lost at 8 rounds): pool left 94860 → 94412, kills 143 → 144.
- matches solo-NORMAL-1 (m03, hidden boss_8 胄, act1autochess_h08_01_s): the Hidden Core goes from cleared to failed
(hiddenCleared true → false, team LP 26 → 0, roundsPassed 15 → 14, pool left 0 → 99894; victory stays true — the
Final Assault was won). The fight is identical until 105 s, when the third vtsk escort reaches the corner portal
[1,3]: before, it leaked there (27 → 26 LP) and the leader died at 214 s. Now it comes out of [5,10], walks through
the team's line to the blue door [2,2] and leaks at 170 s; meanwhile only 0–2 of the 8 operators stand (2–4 before),
the leader stalls near 120000 HP, the fight passes the 150 real-second mark (300 game s) and the overtime drain (1 LP
per real second) plus two drone leaks at the door take the last 25 LP at 348 s with 99894 HP left.
- matches solo-HARD-1 (m03, hidden boss_8): still failed at 0 LP after 14 rounds; pool left 3046117 → 2839368, kills
419 → 422.
- matches solo-HARD-9-boosted (hidden boss_10 管): still cleared; team LP 383 → 361 — the 管 echoes (acdums) leaked
7 times at the portal before and once at the door now, but the longer fight pays 37 overtime LP instead of 9.
- matches coop2-ABYSS-10-boosted (hidden boss_9 铳): from portalAppear alone (the remaining-distance change above);
still cleared at 800 LP, the two seats' leader damage shifts (6609998 / 7282442 → 7523075 / 6369365) and their
titles swap (坚若磐石 / 卫戍之星 → 卫戍之星 / 不朽盟约).
- matches coop2-NORMAL-14-standins (boss_5 Final Assault, lost at 13 rounds): pool left 107915 → 97588.
Tests: test/sim/portal-appear.test.js (new, 9; 7 fail on the parent: the APPEAR insertion, the four real routes,
the two route-end portals).
Since 0.2.0 the sim stands an unblocked enemy for the rest of its attack clip (ai.js attackStand → atkStandUntil),
but render/interp.js lerped x/y over the whole snapshot gap, so the view slid through a recovery the sim held
(repro: a real 隐形弩手, snapshots 4.9 / 5.0, stand until 4.934 — sampled at 4.917 it slid at vx −0.2).
The snapshot now carries, only when non-empty, `stand: [[id, until]]` (atkStandUntil of enemies alive, deployed,
visible, neither feared nor stunned) and `standCut: [[id, at]]` (the latest time each listed enemy's recovery was cut
or ignored: a displacement, fear, a stun, hiding, leaving — Battle._cutAttackStand, display metadata the battle never
reads). sample() holds the older position until `until` and interpolates the rest (HP / SP keep the whole interval),
stays linear when the newer snapshot records a cut inside the interval, and extrapolates nothing for a newest snapshot
that shows a stand, a death, a stun or a block. Teleports and redeploys still snap first; old snapshots without the
fields interpolate as before.
Substantially @ZiyueW1116's code (PR #381), authored as theirs. Changed on review: the docs (SIM §9, design/network.md)
and code comments in English like the rest of them; the snapshot builds its listed-id set only when an enemy has a cut
to report.
Golden: unchanged — the digest canon hashes neither field and the sim's timing does not move (all 283 scenarios match).
Tests: test/render/attack-recovery-interp.test.js (new, 25: metadata validation, hold-then-slide, cuts, legacy
snapshots, extrapolation guards, real 隐形弩手 / Weedy push-kill / stun / freeze / sleep / levitate / block / fear
battles) 25/25; render/interp 16/16; sim battle, perf, robustness, downelem 69/69.
The contributor's code (status.js _applyValuedStatus and both test files, applied as written from PR #348), so they are
the author of this commit; the maintainer side added the 同名效果取最高 label back to the JSDoc and a docs/SIM.md line.
buff.data.tail held ONE waiting application (the later-ending one): a third, weaker but longer one replaced a middle one
that was still running, so when the strongest ended the effect jumped to the weakest (#342: 30 % / 25 % / 20 % 减防 —
DEF 1000 → 700 → 800 instead of 750 → 800 → 1000). The tail is now a chain ordered by strength (decreasing) and end
(increasing): a weaker application is inserted in it, a stronger one takes over with the old value and its chain behind
it, an equal refresh trims waiters that end before it, and an expiry resumes the next live waiter with the rest of the
chain. removeStatus / removeBuff still drop the whole chain; two-application data shapes are unchanged.
Golden: six 自选 battles that stack three same-name applications on one unit — diy-059 / diy-122 / diy-123 / diy-124
(庇护 from several operators), diy-133 (Mon3tr's ASPD talent buff talent:monstr:aspd), diy-138 (脆弱) — the middle
application now resumes.
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
typecheck, check:imports.
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).
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js
duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends
— in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子
「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an
untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned
blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking.
Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the
R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before
the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8,
31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 /
B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its
2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16;
the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that
keeps blocking it (pins that operator for good).
Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in
its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of
a defeat); the other 282 scenarios unchanged.
Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s
guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass.
Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6,
docs/PLAYING.md, docs/SIM.md, design/engine.md.