561 Commits
Author SHA1 Message Date
sganggs f5595a7a31 feedback7: merge fb7-owner-sim — community reports via the owner: 白铁's 铁钳号 opens only the skills that act on it (圣约送葬人 spends and stacks), 伊内丝 S3 after a 突袭 jump, 引星棘刺 alchemy units as HP regen (不屈者 / 禁疗), 不可对空 effects spare flying allies (炎佑), 望's 跟子 at battle start, 香槟炸弹 unhealable / no HP loss (owner decision) and not set off by unrevealed 隐匿 or sleeping enemies
- 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.
2026-10-08 21:14:27 +08:00
sganggs 2df1cf15bf feedback7 R22-LATE: a watched teammate's bond popup counts their bench like their own popup — hand operators owned (and counted for 投资人 / 远见 / 奇迹), temp ones never, neither 在场; golden: unchanged
GitHub #385 / PR #387 by @zasx77771. The prep scout sends the hand and the 临时整备区 as units, and ownerBoard put every
op unit on the popup's synthetic board, so the popup marked bench operators 在场 and its 成员 header disagreed with the
server's ring (炎: ring 1, header 3; 远见: ring 2, header 3 with the temp copy).

The scout's units now carry `area` 'board' | 'hand' | 'temp' (the server tags from PR #387; the tag survives the
boss-half remap, the row does not). ownerBoard sorts them into board / hand / temp instead of dropping the bench as
the PR did: dropping the hand would break the bonds that count the 整备区 (投资人 / 远见 / 奇迹 — a hand-only 远见
member: ring 1, header 0). bondMembers / memberHeadCount then count exactly as the player's own popup: hand = owned
and in hand, temp = owned only. A unit without an area (battles, older servers) stays on the board.

Docs: PLAYING.md's 观看谁 paragraph (the bench is listed in prep); comments in bondStrip.js / game.js.
Tests: test/ui/watch-bonds.test.js (36; 2 fail on the parent), test/match/prep-bench.test.js +
feedback5-boss-pair-prep.test.js (area tags; 4 fail on the parent). Golden unchanged (views only).
2026-10-08 21:11:25 +08:00
sganggs db29acf907 feedback7 R22-GHSIM: #298 rework — the one-interval gap of an instant skill with no attack of its own sits on the skill (nextCastAt), not on the operator's attack cooldown: its casts no longer replace the attacks / heals that were due; golden: back to 2 moves against the code before #298 (roster-033, roster-034)
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.
2026-10-08 21:06:45 +08:00
sganggs 1205336a27 feedback7 R22-FIELDS: an enemy whose route ends on a corner portal stays hidden 3 s inside it before it comes out of [5,10], like the explicit crossings of the same tiles (review of the #337 commit); golden: 7 fields, 4 matches — solo-NORMAL-1's Hidden Core still fails
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.
2026-10-08 21:05:18 +08:00
Xinglan233 19c7b26850 feedback7 R22-LATE: a 画卷 copy that completes a three-copy merge copies the target's equipment again; golden: unchanged
GitHub #389 / PR #390 by @Xinglan233 (this commit is substantially the PR: the snapshot and its test file, ported).
onArt read target.items after grantChess; a gain that completes a merge runs _mergeChess first, which consumes the
target and empties its items, so the copy loop ran on an empty list (two base 维式重锤 never became the +25% one).
The item ids are now recorded before the gain.

Added on top of the PR: after a promotion the copied items are never equipped onto the elite (an already-advanced
item used to go straight back onto it via equipDirect). The promotion unequips the copies (PRTS 帮助 自动卸除 on
合并) and the 画卷 note says the obtained equipment arrives unequipped, so they wait in the hand; a copied normal item
merges with the returned original as before. The non-promotion path is unchanged.

Tests: test/match/scroll-copy-merge.test.js (8; 4 fail on the parent, the advanced-item case also fails with the
PR's snapshot alone). Golden unchanged (no scenario casts 画卷 into a promotion).
2026-10-08 21:04:58 +08:00
IceCodeNew e63214571d feedback7 dober: the bots plan a zero-range heavy guard (range 0-1: only its own tile) on a free enemy-road tile first (PR #339 by @IceCodeNew, that part only); golden: 9 of 18 matches move, no result flips
Seen: 蛇屠箱 and the seven other operators with the range 0-1 (角峰, 古米, 泡泡, 折桠, 菲莱, 塞雷娅, 余 — 16 chess records, all
melee blockers with block 3, the elite 角峰 4) block and hit only on the tile they stand on. The layout planner maximizes an exposure model whose
kill estimate saturates in a full layout; the tile then falls to a 1e-6 rng tie-break, so a guard stood off the road, where
it neither blocks nor hits (reproduced: planLayout with six of them on act2autochess_m04, seed 11 — 蛇屠箱 off the road; over
40 seeds of the eight stages 16 of 320 guards stood off the road: 11 because the eight guards outnumber the 7 free road tiles of
act1autochess_m03 / act2autochess_m02, 5 avoidably — after the change only the 11 are left).
Official: excel range_table "0-1" is the single grid (0,0).
Now: planLayoutSteps keeps the best road tile (model.ground) for a blocker whose deployed range grid (rangeRec: its
loadout's) is exactly one (0,0) grid, and takes it before the overall best; with no free road tile the best legal tile as
before (a high-ground 「可以放置于远程位」 blocker keeps its own preference first).
Not taken from the PR: the scarce-card penalty of buyScore, the item scoring (人事部文档 "only with nine 炎" contradicts the
official 部署上限变为 9), the 神秘 morph fit and the draft yield — AI heuristics with no official text, and the golden
swing they caused (a solo match that cleared the Hidden Core no longer did) came from them, not from the placement.
Golden (matches only; every other family unchanged, --twice identical): solo-FUNNY-1 (from R7: boss pool left 74740 -> 71550,
still a loss in R8), solo-NORMAL-1 (from R4: same win, Hidden Core cleared, team LP 26), solo-HARD-1 (from R4: boss pool left
3046117 -> 2940542), solo-ABYSS-1 (from R4: 2303334 -> 2281356, still a loss in R13), coop2-NORMAL-3 (from R4), coop2-HARD-4
(from R4), coop4-FUNNY-6 (from R3: virtualMs 128500 -> 127000), coop2-NORMAL-8-serverrun (from R3), coop2-NORMAL-70-diy (from
R6): rows, stats, lineups and rng draws differ, wins, losses and rounds passed do not.
botbench A/B on 12 seeds each (solo HARD / ABYSS, coop4 NORMAL / HARD): wins 1 / 0 / 11 / 3 both before and after, rounds
passed 13.00 / 11.92 / 14.00 / 13.00 -> 12.92 / 11.92 / 14.00 / 13.17, LP left 18.7 / 6.5 / 80.1 / 27.9 -> 18.8 / 7.4 / 83.7 / 28.0.
Tests: bot.test.js — the PR's saturated-layout case (蛇屠箱 blocks and hits only on a road tile, a real battle on both tiles;
the road full: a legal fallback) and every stage over 40 seeds (the eight guards fill min(8, free road tiles) road tiles);
both fail on the parent.
2026-10-08 20:58:20 +08:00
sganggs dc609ea13f feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- 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.
2026-10-08 20:56:20 +08:00
sganggs 69d791f9c6 feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged
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).
2026-10-08 20:53:24 +08:00
sganggs 96d9441ff1 feedback7 R22-LOADOUT: the server takes each player's 潜能 / 练度 per operator and every owned operator fights at them (default 潜能 6, 精英2 Lv.60); golden: roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 134/138 moved (+10 % 练度), standins unchanged
The owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」. Official: the account's potential (调度手册);
the 自持有 bonus to owned operators of the same name, initial and elite alike (activity_table cultivateEffectList).

- shared/protocol.js: room.loadout { entries, ops? } — `ops` = { [charId]: { potential?: 1–6, cultivate?: 0–3 } }
  (isLoadoutOps, ≤ 256), checkLoadoutOps (strict like checkLoadout: an operator of the 干员调配 roster or the 自选 owned
  pool — cultivationCharIds; defaults dropped, entries stored complete); absent = none set.
- server/lobby.js / net.js: checked with the entries (either refused ⇒ nothing stored), session.ops / seat.ops /
  seats[].ops, match.setLoadout(playerId, loadout, ops) in INFO_CHECK only.
- PlayerState: ops re-checked and frozen (bots none); cultivationFor (shared/potential.js cultivationOf: null for a
  补位 stand-in or a prototype 自选 pick); loadoutFor carries potential / cultivate; battleInput states `potential` /
  `cultivate` for every owned operator (the chess as itself, an owned 自选 pick) — an old seat without ops and every bot
  at 6 / 3; the 自选 summons' hand count follows the owner's potential (望's 棋子 6 below 潜能3); m.private.ops; the
  scouting UnitInfo carries potential (below 6) / cultivate.
- tools/golden.mjs: the direct-spec scenarios field the default player (owned operators at 潜能 6 / 练度 3; stand-ins
  and prototype picks neither), as PlayerState does.
- Golden: every battle with an owned operator moves — ATK / DEF / max HP ×1.1 from the first second (roster-001:
  角峰 ends at 3527 HP instead of 3115; the first differing snapshot window is 0–10 s in every moved battle); the
  matches part at round 1–8 (battle results, then the bots' boards). Unchanged: the 10 stand-in battles (a stand-in has
  no 练度) and diy-135…138 (the four prototype 自选 battles). No engine error.
- Docs: design/match.md §16 (潜能 / 练度), design/network.md (room.loadout ops).
- Tests: test/match/potential.test.js (new, 4): the ops wire / data check, battle input of a human (settings, defaults,
  stand-in none, elite shares the charId), an old seat and a bot at the defaults, spec → battle, scouting units; 自选
  owned pick vs prototype and 望's hand count; Match.setLoadout in INFO_CHECK only, a refusal changes nothing.
  test/lobby-loadout.test.js (+2): strict validation, storage beside the loadout, an older client's message, the real
  match's briefing (m.private.ops) and lock. test/match/runner.test.js / diy-shop.test.js expect the new fields.
2026-10-08 20:52:30 +08:00
sganggs cf98f4c3f8 feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
  public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (7a33bc7e).
- Golden: diy-073 / diy-074 (fx counts only; union OK); broad node --test 5442 (5441 pass, 0 fail, 1 skipped); lint 0
  errors; typecheck.
2026-10-08 20:51:11 +08:00
Sukvii 56a7b918a9 feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move
Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md
§2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess
choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The
owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules.
Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 /
险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a
reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without
a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while
it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty
scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback
picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over
a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer
goes with it; invariants.js flags an offer outside its owner's own open prep.
Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits
of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys.
Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs
121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs
121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario
and family is unchanged; node tools/golden.mjs --twice is identical.
Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps
the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before
endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline
player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's
pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js,
unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason,
ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1).
2026-10-08 20:45:54 +08:00
sganggs 1a88069968 feedback7 UIBACK: a finished 联防 / boss-pair field publishes the capsule's own resolved, not the sum of the players' clamps — an enemy that enters one helper's half and leaks on the other's is billed to one player's total and to the other's leakedInTotal, so each player's min(total, killedInTotal + leakedInTotal) read 0 while the field read 1/1 and the teammates' m.public progress dropped to 0/1 once the field finished (found reviewing the capsule port of PR #308): validateClientResult keeps the result's field-level resolved (Battle.resolved, clamped to the field's total; junk counts as not reported), _fieldProgress publishes it for client-run and server-run fields alike, the players' own numbers are only the fallback of a result with none, and none at all stays null; SIM.md §1.3 and network.md (顶栏胶囊, result validation) say so; test/match/hud-capsule-resolved.test.js +5 (a 3-human match whose 联防 field runs the real sim with unarmed helpers: capsule 4/4 and m.public 4/4 not 0/4; the boss pair's crossing route; a server-run 联防 field and its timeline; validateClientResult's field-level rule; _fieldProgress's precedence) — all failing before; golden: unchanged (no sim change; compare: roster 49, bonds 46, fields 22, matches 18, standins 10, diy 138 match) 2026-10-08 20:40:42 +08:00
sganggs ec0a2fc669 feedback7 R22-LOADOUT: the battle takes each operator's potential and 练度 from its spec entry; golden: unchanged
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.
2026-10-08 20:38:08 +08:00
sganggs 38d4c3e4b5 feedback7 R22-GHSIM: 余 【文火慢炖】 adds no layers to a bond without layers (noStack: 绝技, 独行, 调和, 协防干员) — with one such bond the only one active, nothing is added (the owner's decision of 2026-10-08); golden: unchanged
The owner's decision (relayed 2026-10-08) overrides PRTS 下半/PRTS盟约记录 「部分盟约不会显示叠加层数,但是叠加层数的特质/策略/
装备等效果仍然对其生效」 for this strategy. bands/meta.js round_start_bond_check_gain_layer skips every bonds.json noStack bond;
the 「仅激活了1个盟约」 count stays the sentence's (every active bond), so: 独行 / 绝技 alone → nothing; 独行 + one layered
bond → the layered one +12 (count2), 独行 none. Repro: 独行 alone got 36, 绝技 alone 36, 独行 + 炎 got 12 each.

Only 余: 协防 (bonds/addon/meta.js deputShip, 「使所有已激活的盟约层数+N」) and 华法琳 【重点监护】
(prep_finish_char_bond_add_layer, a random operator's bonds, 无需激活) each pick their own bonds and call addLayers; they
share no helper with 余 beyond the generic Player.addLayers sink, which every layer gain uses — left unchanged, so both
still add to noStack bonds as PRTS says. Docs: PLAYING.md 层数. Golden: unchanged (no corpus 余 at round 8 with such a bond).
2026-10-08 20:34:51 +08:00
sganggs 4bd154e326 feedback7 R22-GHSIM: a 速射手 (优先攻击空中单位) blocking a ground enemy shoots a flyer in its range first; every other attacker keeps its blocked enemy first (GitHub #220, the owner's decision of 2026-10-08); golden: roster-026, roster-037 move
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.
2026-10-08 20:29:45 +08:00
sganggs 7d6fefe8f5 feedback7: merge fb7-hud — HP-bar readouts (#303 / #378 / #383: ammo cells, 伺夜's wolf-shadow pips, 斩业星熊's 我执 bar), #302 renderer abort, #292 held skill cue, #334 atlas slots, #354 梓兰's per-card frost
- Grok review: MERGE (no defect). Golden unchanged (union OK); broad node --test 5327 (5326 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:29:27 +08:00
sganggs 7e09c63da8 feedback7 R22-LOADOUT: the data carries every potential (潜能 1–6), not only full potential; golden: unchanged
Potential becomes a per-player setting (the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」;
official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). 0.2.1 baked full potential into the data (§26.14).

- tools/build-data.mjs runs the chess / backups / tokens builders once per potential rank (ctx.potRank, 0–5) and keeps
  the full-potential build annotated with what each lower rank changes: `potDown` { rank: { dotted.path: value } } on
  chess records, backups.json forms and token variants (stats, statsBase; 望's 棋子 deployLimit / deckStack, 多萝西's
  共振装置 count), and chained talent entries (`potMin` / `potBelow`: the candidates by requiredPotentialRank, the
  fields a lower rank changes) in talents / talentsBase / modules[].talentChanges / variant talents. A self-check proves
  shared/potential.js atRank rebuilds every rank exactly; the unit-form parity runs at every rank.
- shared/potential.js (new): atPotential / atRank, talentAtRank, stripPotential, and the 练度 helpers used next
  (cultivateMul from the effects.json CHAR_MAP records aceffect_char_1…4, cultivationOf, cultivatedStats).
- composeTalents / composeUnitRecord return potential-resolved lists (no chains): a composed record is built at one
  potential (its form resolved first).
- JSON compare: the new chess / backups / tokens minus the annotations equal the old files byte for byte; every other
  data file identical; data/i18n/* rebuilt (the chained talent texts translated at the old rates: en 95.4 %, ja 95.2 %,
  ko 95.2 %, zh-TW 90 %). Data 5.21 → 5.51 MB.
- Docs: DATA.md §2.3 (new), §2, §7, §14, §16, §18; research/03-operators.md; kits/README.md.
- Tests: test/potential.test.js (new, 7): every chess and 自选 form at every potential = the raw keyframes plus the
  potential steps up to it, every talent = the last candidate with requiredPotentialRank ≤ the rank, 刺玫 at each
  potential, summons at the owner's potential (Mon3tr 3 s / 1200, 望's 棋子 6 / 7, “小自在” 15), the 练度 table =
  cultivateEffectList; data.test.js compares the composed talents without annotations.
2026-10-08 20:29:06 +08:00
sganggs fc2e57ebff feedback7: merge fb7-g-small — PR #368 (AI teammates draft last, default off), #374 (double-click a teammate's avatar in prep), #321 (copy local diagnostics; whole-token / exact-value redaction) with the review's fixes
- Golden unchanged (union OK); broad node --test 5292 (5291 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:23:26 +08:00
sganggs 895653fc10 feedback7 R22-GHSIM: the 帝国炮火先兆者 shells hit every ally whose collider touches their 1.2 circle — the impact tile and the 8 around it, not just the cross (GitHub #364); golden: roster-001, roster-019, diy-020 move
Seen (#364, FrogThai): the 中枢先兆者's shell hit the target and its orthogonal neighbours only — repro: a diagonal
neighbour (√2 ≈ 1.414 from the impact) took nothing, as did a tile two away; the reporter saw the 3×3 in the official game.

Official: PRTS 天赋 of both 先兆者 (one shared kit) 「弹道对半径1.2范围内的所有我方单位造成攻击力100%的无来源物理伤害(此弹道
不会强制击中主目标,碰撞无视迷彩)」. The landing is a 碰撞; PRTS 作战机制 §碰撞体积 (docs/SIM.md, constants.js): collider tests are
the common way and an ally's collider is a 0.25 circle — the rule the engine already applies to ranged enemies' reach.

Now (content/enemies/fly.js kitShell): an ally is hit when its collider touches the 1.2 circle — centre distance ≤ 1.45
(SHELL_REACH = SHELL_RADIUS + ALLY_COLLIDER_RADIUS): the impact tile and the 8 around it, never two tiles away. The
telegraph and the blast are drawn at that reach. [ASSUMED] for this shell (its text names the 碰撞); other content zones
keep their point radius as before. Golden: the three battles with a 先兆者 whose shells land beside a diagonal operator
(roster-001 中枢先兆者, roster-019 and diy-020 先兆者).
2026-10-08 20:21:19 +08:00
sganggs e733171b13 feedback7 R22-OSIM: 香槟炸弹 no longer goes off on an unrevealed 隐匿 enemy (nor a sleeping one) — it selects like the other contact traps; golden: bond-yanShip-high, coop2-HARD-4 move
Community report relayed by the owner: 「有人反馈香槟炸到没有破隐的隐匿敌人了」. Reproduced: a 隐匿 walker crossing
琳琅诗怀雅's bombs set them off (both kits checked hidden / flying / untargetable only). The rule: PRTS 作战机制 §隐匿
"隐匿效果使得获得该效果的单位无法被任何敌方的能力索敌选中…要选中隐匿的目标,则该单位自身需拥有无视隐匿的效果"; 异常效果 lists
隐匿 and 无敌 among the 无法选择 effects (沉睡 = "无敌且无法行动", gamedata_const ba.sleep). Neither the 香槟炸弹 page nor
琳琅诗怀雅's S2 carries a 无视隐匿 / 无视可选性 note, and the other contact traps of the sim (多萝西's 共振装置, 望's 棋子)
already select through canTargetEnemy.

Now both kits go off on a ground enemy canTargetEnemy accepts (tokens.js CHAMPAGNE_TRIGGER): a 隐匿 enemy sets one off
once it is revealed (反隐) or blocked (its 隐匿 lifts), a sleeping one once it wakes (until now the bomb was spent on it
for no damage). Placement is unchanged (it already aimed at selectable enemies only).

Golden: bond-yanShip-high and coop2-HARD-4 (bombs under 隐匿 enemies of rounds 10–11 — 隐形弩手组长, 访问团强攻冠军,
重弩突袭者 — and sleeping ones of round 7 — 宿主士兵, 粉碎攻坚手 — now wait).

Tests: test/content/feedback7-champagne-stealth.test.js (2; both fail on the parent).
2026-10-08 20:15:17 +08:00
sganggs 4128965a9f feedback7 R22-GHSIM: an instant skill with no attack of its own takes one attack cycle — 引星棘刺 S1 under 迅捷 no longer recasts every tick, and attack speed paces such casts (GitHub #298); golden: 84 scenarios move (below)
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).
2026-10-08 20:15:14 +08:00
sganggs 8d896e40ea feedback7 R22-FIELDS: the path tie-break never wades into more 深水区 than the official route — on 战场#08(下半) the patrolling 铳 / 卢西恩 take the official upper road from (3,9) to (2,3) again (GitHub #375); golden: boss-boss_2-pair, coop2-ABYSS-10-boosted
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.
2026-10-08 20:14:37 +08:00
sganggs f9969aeeef feedback7: merge fb7-g-ui — PRs #306 #309 #341 #349 #356 #358 #361 applied as-is (Grok coding run; static review p3: MERGE)
- Golden unchanged (union OK); broad node --test 5257 (5256 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 20:14:09 +08:00
Sukvii 05eb2b807f feedback7 dober: the Final Assault and the Hidden Core pay a 战术特训 card's perfect-battle coins, they paid kill coins only (PR #353 by @Sukvii); golden: unchanged
Seen: Match._settleBossBounties banked only the kill coins of the boss field (pp.coins). A perfect-payout bounty (a
战术特训 card, from the 杜宾 Art 教鞭) has its enemies spawned in the Final Assault / Hidden Core like any bounty with
battles left, and used a battle there, but its coins were never paid — SETTLE pays them after every normal battle.
Official: PRTS 杜宾 "<教鞭>:使用后为下场战斗添加额外敌人,若自身战斗完美作战可获得资金" and the cards' "若各自行动阶段就达成完美作战,获得N资金"
have no boss-battle exception. The condition is [ASSUMED]: the team won (the first end the server registered), the result
is a real one (not the synthetic stand-in of a field that never reported) and the player's own field let no counted enemy
through; paid once per player, spent in the Hidden Core's prep with the kill coins.
Now: _finishFinal reads the victory before the per-field loop and hands _settleBossBounties a `perfect` flag.
Tests: clientCombat.test.js (the held 'cleared' result pays once, a duplicate never twice; six eligibility cases:
team win / synthetic / own leak / uncounted leak / forced team defeat), followups.test.js (R14 -> R15 income and the Hidden
Core; a boss win with an own leak keeps the kill coins only). Both fail on the parent.
Golden: unchanged (matches: 18 scenarios match).
2026-10-08 20:12:14 +08:00
sganggs 5f98baecc1 feedback7 R22-OSIM: 琳琅诗怀雅's 香槟炸弹 holds 禁疗, loses no HP and never leaves because of its HP (the owner's decision D2); golden: bond-yanShip-high, coop2-HARD-4 move
The owner's decision D2 of 2026-10-08, a deliberate deviation: PRTS 香槟炸弹 gives it 1000 HP and the note
"即使自身生命值未满,模型下方也不会显示生命值槽" (officially it can lose HP), and it had no 无敌 / 禁疗. Now
(tokens.js champagneHold, installed by the token kit and by 琳琅诗怀雅's own bomb):
- 禁疗: no heal reaches it, no healer picks it (flags noHeal + healFree, no status icon);
- no HP loss: every damage to it is cancelled in its `hit` / `elementHit` hooks (活性源石, 污染秽蚀, …) and a 流失
  is given back before the knock-out check, so it never leaves because of its HP;
- its 见面礼 is unchanged: the first ground enemy that touches it, then it is gone. No 无敌 flag (that would put a
  badge over it); the client side (its hidden HP bar) belongs to the render stream.

Golden: bond-yanShip-high (a healer of that team spent 27 heals — 5040 HP — on a bomb standing on 活性源石; now it
attacks nothing there) and coop2-HARD-4 (ai_1's bombs from round 6 on stood on 活性源石 / 污染秽蚀; their longer life
changes later rounds' layers).

Tests: test/content/feedback7-champagne-hold.test.js (3; 2 fail on the parent, the 见面礼 guard passes on both).
2026-10-08 20:07:06 +08:00
anAtheist987 fd791a66cb feedback7 G-SMALL: co-op rooms can make AI teammates draft last (PR #368 by @anAtheist987)
Applied the host-only room option 「AI 队友最后选择」, default off. Off, the draft order and the random streams stay as they are. On, humans draft before AI seats after the existing shuffle, and a skip stays ahead of the AI seats.

Dropped docs/history/0.2.2.md and every §27 citation. The player-facing sentence is in docs/PLAYING.md. The room-option rule is in docs/design/match.md, docs/design/client.md and docs/design/network.md. The #338 per-bot faction and ban presets are not included.

Tests: node --test test/lobby-ai-last.test.js test/match/ai-picks-last.test.js test/ui/ai-picks-last.test.js — 18 pass. node --test test/lobby.test.js test/client-static.test.js — 378 pass. node tools/i18n.mjs check --all --strict — 1032/1032 in en, ja, ko and zh-TW, 0 errors.
2026-10-08 19:57:26 +08:00
sganggs f14b3a062f feedback7 R22-FIELDS: 耀骑士临光's 卡西米尔 redeploy reduction (garrison 144) has no 5 % floor — the multiplier clamps at 0 like every other redeploy multiplier, so a knock-out timer can reach 0 s (GitHub #370); golden: unchanged
GitHub #370 (FrogThai): 「耀骑士临光特性赋予身前干员减再部署有上限,最多减至5秒」. Cause: content/garrisons/battle.js
applyReader, act1autochess_gar_eff_respawnTimeByBond, wrote redeployMul = max(0.05, 1 + respawn_time × steps), so the
timer stopped at 5 % of the base time — from 192 卡西米尔 layers for 144_a (raw 0.04) and from 96 for 144_b. Measured on
a 100 s base (notes repro-370.mjs): 144_a 192 / 300 layers → 5.00 s / 5.00 s, 144_b 96 / 192 / 300 → 5.00 s each.
Official: data/garrisons.json garrison_144_a bb { divide_num 3, respawn_time −0.015 } 「每叠加3层,本干员再部署时间-1.5%」,
144_b −0.03 「-3%」 — no minimum key; PRTS 耀骑士临光 has no 卫戍 note on a minimum. Now max(0, …) as items/battle.js,
bands, the 协防 bond and svrash; deploy.js already clamps the timer at 0: 144_a 192 / 300 layers → 4.00 s / 0 s,
144_b 96 / 192 / 300 → 4.00 s / 0 s / 0 s. A 0 s timer brings the operator back on the next tick, no error (notes
probe-370-redeploy.mjs). The ASPD part (garrison 159 / 160) is untouched. Patch from the Grok triage
(scratch-i1b/370.patch), the test extended with 96 layers and the 0 s return.

Tests: test/content/garrisons_battle.test.js 26/26 — the new #370 test (144_a / 144_b at 9, 96, 192, 300 layers: the
multiplier, the knock-out timer, the 0 s return) fails on the parent.
2026-10-08 19:56:44 +08:00
2321Robin 4bb0c11e42 feedback7 UIBACK: upgrading the 调度中心 opens the new shop slot EMPTY — the next refresh or round start fills it; 0.2.0's fill-at-once (464a823, item 19) reverted (GitHub #332 and PR #333 by @2321Robin, official recording BV1AXwuzdEys 1:39 — authored by them: the economy.js change, the rewritten level-slots test and the docs hunks applied as reviewed, without the PR's UPGRADE_FILLS_NEW_SLOTS flag and LOCAL RULING comment: the empty slot is the rule): the shop bar draws a null operator slot as a bare dashed frame (EmptyCard, inert scard--sold) instead of the SOLD OUT 「已招募」 frame, one new UI string in the four packs; META.md §3 and §7 and PLAYING.md say so; the dev mock opens the slot empty and survives null slots; test/ui/shop-empty-slot.e2e.test.js; golden: only matches moves, all 18 (the bots' shop RNG stream) — end results changed in solo-FUNNY-1 defeat→victory, solo-NORMAL-1 and solo-HARD-1 victory→defeat, solo-HARD-2 and solo-ABYSS-1 defeat→eliminated, coop2-NORMAL-14-standins defeat→victory (2 distinct stand-ins fielded: golden-standins.test.js asks ≥ 2); roster, bonds, fields, standins, diy unchanged 2026-10-08 19:38:48 +08:00
sganggs 5a045731f1 feedback7 R22-OSIM: 望's placed 棋子 drop their 铸子 跟子 at the battle start (undeployable ground first, 上 > 右 > 下 > 左); a deployment on a 跟子's tile removes it; S3's overflow follows the same order; golden: unchanged
Community report relayed by the owner: 望的天赋以及3技能增强的天赋提供的额外棋子是可以出现(官方好像有出现的前后左右先后
顺序的规则)在不可部署地块的. The placement rule was already PRTS 望 铸子 备注's ("有敌人的>没有敌人的;不可部署地块>可部
署地面地块>可部署高台地块…相同优先级时按棋子上>右>下>左"), but only a 棋子's return dropped a 跟子: the battle-start
deployment of the pieces the player placed — their 手动部署 in this mode (PRTS 卫戍协议/帮助: a placement in 休整 fires
no deployment effect; the piece deploys when the combat starts) — dropped none, so no extra piece appeared, a lone 棋子
never connected and never set off. Now:
- the stone kit's deploy hook drops one 跟子 when `ctx.initial` (a return still drops its own in scheduleReturn);
- "跟子所在格进行部署(或进行类似部署的行为)时,该跟子会随之消失": any ally deploying on a 跟子's tile removes it (the
  battle start deploys one piece after another, so a 跟子 may first land on a piece still to come);
- S3's overflow (备注 "采用相同的位置选择优先顺序"): enemy tiles first, then the tile class, then her target order /
  distance / tile [ASSUMED ties] — an enemy on undeployable floor now comes before one on the road.
Her stock rule (the owner's decision of 2026-10-06) is unchanged; a 跟子 takes no stock.

Tests: test/content/op_wang.test.js — the four tests that encoded "the battle start drops no 跟子" updated, a removal
case and an S3 order test added (10; 5 fail on the parent).
2026-10-08 19:36:35 +08:00
sganggs 977215e14d feedback7 R22-OSIM: enemy effects PRTS marks 不可对空 no longer hit the flying 炎佑 (death blasts, 水遁忍者's vortex, 鼎沸, 祈祷邀约, the 胄 blades); golden: unchanged
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).
2026-10-08 19:36:35 +08:00
sganggs 42caca3be8 feedback7 R22-OSIM: 引星棘刺's S1 / S2 alchemy units restore HP as 生命回复速度, so 不屈者 and 禁疗 operators recover too; golden: 12 scenarios move (each fields 引星棘刺)
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.
2026-10-08 19:36:35 +08:00
sganggs 6d6fbe9277 feedback7 R22-OSIM: 伊内丝 S3 starts again on a 突袭 landing (keepSp no longer overwrites the charge a free skill gets at every deployment); golden: unchanged
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).
2026-10-08 19:36:35 +08:00
sganggs 37e45e362e feedback7 R22-OSIM: 白铁's 铁钳号·原型机 counts like an enemy for a non-heal skill's automatic start; golden: unchanged
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).
2026-10-08 19:36:35 +08:00
xcdoge b4bc89ad4e feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged 2026-10-08 19:30:36 +08:00
Sukvii c250ff66f4 feedback7 R22-GHSIM: 假想敌:骨刺 targets as PRTS writes — its normal attack ignores its block (by priority, not the blocker first), never a flying unit, and its 3 hidden targets come from its normal attack's reach (PR #365 by @Sukvii, sim part, each line checked against PRTS); golden: roster-018 moves
The sim lines are the PR's (content/enemies/invisible.js kitBoneSpike: profile blockFree and canTarget, the hidden
selection over rangeRadius + the ally collider), so the contributor is the author of this commit; the maintainer side
checked each rule, kept the engine's single target when the hidden list is empty, and wrote the tests.

Official: PRTS 假想敌:骨刺, 级别0 天赋 (on the page since 2025-11, PRTS editors): 「自身普通攻击索敌不受阻挡影响」 「不会攻击
飞行单位,隐匿(解除阻挡0秒后恢复)」 「隐匿期间可同时攻击3个目标」; enemy_database's level description 「隐匿;隐匿状态下同时攻击
3个目标。」 (the handbook line keeps 「数个目标」) — the 3 is no longer [ASSUMED]. blockFree works as for 自制投石机 (a 隐匿 /
迷彩 blocker is no target); canTarget as the engine's other 不会攻击飞行单位 enemies; the hidden 3 are picked among the
allies its normal attack could hit (ai.js attackTargets: rangeRadius + ALLY_COLLIDER_RADIUS, PRTS 作战机制 碰撞体积) — they
were picked within the bare 2.0. Stealth back 0 s after a block was already so.

Golden: roster-018 — the 骨刺 in it lands one more attack (on 异客; dmg 2434 → 2771), the same move PR #365 reported.
2026-10-08 19:28:53 +08:00
IceCodeNewandConvey123 8ae891f1f3 feedback7 R22-HUD: the HP bar shows the ammo skill's rounds as yellow cells (隐现 S2: 14), 伺夜's 狼影 left as diamonds and 斩业星熊's 我执 pool as a red bar — one snapshot change for PR #303 and #378 by @IceCodeNew and PR #383 by @Convey123; golden: unchanged
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>
2026-10-08 19:22:08 +08:00
sganggs ca671f2fd0 feedback7 R22-GHSIM: 大帝 加急调派 stacks without a cap — the 21st deployment and every later one still halve the next redeploy (GitHub #328, PR #329 by @IceCodeNew, re-implemented); golden: unchanged
PRTS 卫戍协议:盟约 下半 and its PRTS盟约记录: 「我方干员每次部署后再部署时间减少50%」 with the note 「※该策略效果可无限
叠加」; the data's buff (act1autochess_band16_buff, respawn_time −0.5) names no cap. The per-deployment ×0.5 stack was
capped at 20 (since the initial import, no source); maxStacks is now unbounded, the multiplicative stack itself is
unchanged (the "each deployment" reading was [ASSUMED] cumulative — the 无限叠加 note backs it). Golden: unchanged (no
corpus battle deploys one operator more than 20 times under 大帝).
2026-10-08 19:16:34 +08:00
sganggs 7e8b435f7c feedback7 R22-GHSIM: 信仰搅拌机 S1 reloads the latest-deployed 拉特兰 ammo user on his 8 surrounding tiles, not the nearest (GitHub #325, PR #329 by @IceCodeNew, re-implemented); golden: unchanged
PRTS 信仰搅拌机 S1 备注: 「补弹范围为周围8格,仅选择可补弹的干员为目标,优先选择最后部署的干员」. The candidates (his own
拉特兰 operators within 1.5 tiles — the 8 surrounding tiles — whose ammo skill runs) are now sorted by the battle-wide
deploySeq, latest first (a redeploy is a new deployment), ties by unit id; until now by distance [ASSUMED]. The unused
detmath hypot import goes. Golden: unchanged (no corpus battle has two such candidates in a different order).
2026-10-08 19:13:30 +08:00
CXUtk f2aec39e93 feedback7 R22-FIELDS: the Hidden Core 铳's 碎铳之簧 chase the casting gun for the whole 5 s of 末日布道 instead of stopping on arrival; each gun keeps its data timer, the later call takes the springs (PR #347 by @CXUtk, its pair stagger and lock not taken); golden: hidden-boss_9-pair, hidden-boss_9-solo, coop2-ABYSS-10-boosted
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).
2026-10-08 19:13:21 +08:00
sganggs b2510524b0 feedback7 R22-GHSIM: 歌蕾蒂娅 S3's skill-end 捕网 pulls the enemies within 1 tile of the tornado, not 1.5 — the tornado keeps 1.5 (GitHub #324, PR #329 by @IceCodeNew, re-implemented); golden: fields boss-boss_4-pair moves
PRTS 歌蕾蒂娅 S3 备注: 「龙卷风半径1.5」 and 「技能结束时的拖拽为捕网,捕网半径为1,无伤害」. The kit reused the tornado's
radius for the final pull (its 1.5 was marked [ASSUMED]; PRTS now backs it). The slow and the pulses keep 1.5; only the
skill-end pull (to her front, as before) uses 1. Golden: boss-boss_4-pair fields 歌蕾蒂娅 — fewer enemies are dragged to
her front at the skill end, the fight runs differently (11 kills instead of 14, one leak).
2026-10-08 19:10:37 +08:00
sganggs a0cd6826e5 feedback7 R22-GHSIM: 异客 S3's 雷暴 covers range x-1 — the 13-tile diamond — around the tile of the target's centre, not a 1.5-tile circle around its position (GitHub #322, PR #329 by @IceCodeNew, re-implemented); golden: roster-016/018/048, fields boss-boss_1/3/5-pair + hidden-boss_9-pair, matches solo-HARD-1, solo-ABYSS-1, coop2-HARD-4, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy move
PRTS 异客 S3 备注: 「开启技能时选择技能范围内的目标,以其判定中心所在格为中心生成一个x-1的雷暴区域」; range_table x-1 is the
13-tile diamond (|Δrow| + |Δcol| ≤ 2); x-3 (|技能范围|) stays the search range. The storm's tile is the rounding of the
target's centre (body.js posKey), fixed for its 4 s; a strike picks among the enemies she can select whose body is on
those tiles (enemiesInKeys, as her other range checks); each strike still chains on its own bounce radius. The fx ring is
drawn at radius 2 (visual only). Until now: [ASSUMED] radius 1.5 around the target's exact position — an enemy two tiles
straight off the target's tile was never struck, one at (+1.55, +1.05) off the tile centre was.

Re-implemented from the PR's claim (its golden files were not taken). Golden: every moved scenario fields 异客 casting
S3 — the zone holds other enemies and the random pick draws from another list.
2026-10-08 19:03:55 +08:00
2321Robin a87cc1e9fd feedback7 R22-FIELDS: boss-field portals teleport — a route ending on a portal entrance comes out of the far exit and leaks at that side's blue door, the four appear-less crossings reappear at the exit (GitHub #336, PR #337 by @2321Robin); golden: 8 fields, 6 matches
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).
2026-10-08 19:00:50 +08:00
LimitlessHPPK 5a50f7b5fa feedback7 R22-GHSIM: the module trait line 「攻击范围内存在N名及以上敌人时攻击速度+X」 (REA-Y: 圣约送葬人, 隐德来希) is applied by the engine instead of the two kits — on and off on the tick the count changes; a scan of every chess, 补位 and 自选 loadout shows no other operator gains it (PR #293 by @LimitlessHPPK); golden: unchanged
The contributor's code (server/sim/content/traitMods.js, the battle/players.js _setupUnit wiring after kit.install, the
crowdAspd removal from shared/tier5.js and the two kits, test/sim/trait_attack_speed.test.js), applied from PR #293, so
they are the author of this commit. Maintainer additions: the coverage lock also scans the 补位 stand-ins (266) and every
legal 自选 combination (pool operator × slot form × skill × non-other-mode module) — none gains the rule; 黑键 / 维伊
MSC-Y 「拥有已储存的攻击能量时,攻击速度+30」 (their 自选 kits own it) is listed as kit-owned instead of 'unknown'; the
comment's history note named a commit this repository does not have, and its line-number references are now names;
docs/ARCHITECTURE.md and kits/README.md name the file.

Official: battle_equip_table uniequip_003_excu2 (display trait + hidden talent attack_speed 12, trigger_cnt[equip] 2) and
uniequip_003_etlchi (trait attack_speed 12, cnt 2), both 「攻击范围内存在2名及以上敌人时攻击速度+12」; 仇白's
uniequip_003_qiubai carries the same sentence on her named talent, which her kit keeps reading (not seen by the engine).

Before: shared/tier5.js crowdAspd polled every 0.2 s and gave a 0.3 s buff — measured +12 0.167 s after the second enemy
arrived and 0.267 s after it died (scratchpad repro); now one tick each. Golden: unchanged (no sampled snapshot moves).
2026-10-08 18:56:12 +08:00
ZiyueW1116 8a64edc9e9 feedback7 R22-RENDER: an enemy standing out its attack recovery is drawn standing — the snapshot carries stand / standCut and the interpolator holds the position until the recovery ends (PR #381 by @ZiyueW1116, supersedes #307 / #314); golden: unchanged
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.
2026-10-08 18:54:54 +08:00
LimitlessHPPK 51c53de189 feedback7 G-TOOLS: listen on :: by default so one socket serves IPv6 and IPv4 (PR #291 by @LimitlessHPPK)
Ported only the dual-stack listen from PR #291 (the change accepted as #188). With HOST unset the server binds :: and, if that fails with EAFNOSUPPORT, EADDRNOTAVAIL or EINVAL, retries 0.0.0.0. An explicit HOST, including 0.0.0.0 and 127.0.0.1, is tried once. The boot banner and doctor list shareable IPv6 addresses in brackets, skip fe80::, and keep one URL per /64. An explicit IPv6 literal in the local URL is bracketed. The Windows service listing no longer drops those bracketed lines.

Not ported: /dev/grant, the settings-default migration, and the firewall scripts. The Docker image stays on 0.0.0.0; the alpine fallback was not booted.

Tests: node --test test/ipv6-bind.test.js test/doctor.test.js test/ci.test.js — 20 pass, 0 fail (8 bind, 4 doctor, 8 ci).
2026-10-08 18:53:24 +08:00
Convey123 ffa538c39d feedback7 R22-RENDER: 赤刃明霄陈 S3's sword wave is drawn along its path — the sim sends its position as a chen3Wave fx every 0.12 s, the client draws a 'qi' blade (PR #382 by @Convey123, owner item 12); golden: diy-073 / diy-074 events.fx and fx.chen3Wave only
The 赤霄·天喟 wave is a kit-managed probe (it turns corners and lives as long as the skill), not a snapshot
projectile, and the sim emitted one `dash` at the cast and a `slash` per hit — nothing along the way, so the client
drew no wave. op-chen3.js now emits fx('chen3Wave', { x, y, fromX, fromY, dr, dc, id }) every WAVE_FX_EVERY (0.12 s;
4 ticks), the trail restarting at a corner; render/fx registers chen3Wave → 'qi' (pt: drawn at the event, never on
her) and draws a streak plus a crescent head turned the way it travels. The look is a procedural stand-in, not the
official particle prefab.

Substantially @Convey123's code (PR #382), authored as theirs. Changed on review: the head is projected after
streak() — streak() reuses the effect system's projection scratch, so the PR drew the crescent on the trail's start,
one event behind the wave — and the trail, head and heading share one height; an unused test variable dropped.

Golden: diy-073 (5_diy*=chen3 S3 in two slots) events.fx 508 → 1558, fx.chen3Wave → 1050; diy-074 (6_diy*=chen3 S3)
events.fx 272 → 872, fx.chen3Wave → 600. HP, kills, damage, hooks and snapshot hashes unchanged: battle.fx only
records an event.

Tests: test/content/op_chen3.test.js (+1: the events, their cadence, id, direction, trail start, silence after the
skill) 12/12; test/render/fxchen3wave.test.js (new, 6: the archetype, drawn at the wave not at her, the head on the
wave and turned with it, a sweep joining into one trail, junk input, nothing left after) 6/6; boardart 15/15.
2026-10-08 18:48:53 +08:00
siruimei07 3356b340a7 feedback7 R22-GHSIM: three or more overlapping 同名效果取最高 applications resume strongest first — the middle one no longer drops out when the strongest ends (GitHub #342, PR #348 by @siruimei07); golden: diy-059, diy-122, diy-123, diy-124, diy-133, diy-138 move
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.
2026-10-08 18:48:26 +08:00
siruimei07 a2a3f52418 feedback7 G-TOOLS: SP_VERIFY re-runs slice work in the existing 8 ms budget instead of blocking the event loop (PR #352 by @siruimei07)
Applied as-is. All-mode verification runs the existing HeadlessJob in headlessSliceMs slices (8 ms on a real scheduler; synchronous when that value is not finite, including the virtual scheduler). The field still settles with the server digest. Sample mode still accepts the client result immediately and logs afterwards. A comparison error in all mode falls back to the server result. Dispose cancels the pending slice timer.

Tests: node --test test/match/verification-slices.test.js — 11 pass, 0 fail; node --test test/match/clientCombat.test.js test/match/clientCombat-review.test.js — 39 pass, 0 fail.
2026-10-08 18:47:53 +08:00
siruimei07 246622beff feedback7 G-UI: the spectator prep view updates effects and the enemy preview after a 机变 pick (PR #349 by @siruimei07)
Applied as-is. Prep-scout refresh now signs the public prepFieldMeta payload, so a 机变 or bounty change that only updates effects or nextEnemies is pushed to teammates and spectators. Shop, funds, and private views stay off that payload. An unchanged public view is still not sent twice, and an explicit g.watch still resends the current view.

Tests: node --test test/match/prep-watch.test.js test/match/prep-bench.test.js test/match/spectator.test.js test/match/feedback5-boss-prep-scout.test.js test/match/teammate-loadout.test.js test/ui/spectate-effects.test.js test/match/feedback5-boss-pair-prep.test.js — 25 pass, 0 fail. eslint on the touched files: 0 errors.
2026-10-08 18:43:24 +08:00
siruimei07 8597b66df3 feedback7 G-TOOLS: the boot build tag includes sim, shared and data changes (PR #351 by @siruimei07)
Applied as-is. BUILD_INPUTS now covers server/sim, shared and data as well as the page, so a restart after a simulation-only or data-only change is visible to an already-open page. The tag is still computed once per process. A page still waits until the match, including settlement, is over before it reloads, and a failed check still does not reload.

Tests: node --test test/build.test.js test/ui/build-runtime.browser.test.js — 8 pass, 1 skipped (the Chrome restart test; SP_E2E unset), 0 fail.
2026-10-08 18:42:46 +08:00