10 Commits
Author SHA1 Message Date
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 806a047717 feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed) 2026-10-07 18:35:39 +08:00
sganggs 7697b4ff40 feedback5 W5S: i18n phase 2, shared and server texts — shared/constants.js msgid tables (difficulties, phases, error codes, emote sets and labels) marked N_(); what is not player text is marked and skipped by the audit: error details and logger lines (tools/i18n.mjs reads detail: values, log.* calls and i18n-ignore-file), the developer invariant reports, the bilingual HTTP error pages, the AI seats' player names, the dev STUB match, data keys / fallbacks; the 虫动 emote set follows the official EN name (Slug Style); node tools/i18n.mjs extract now reports 0 2026-10-06 18:21:43 +08:00
sganggs e2bb090f44 feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) 2026-10-06 16:52:11 +08:00
sganggs ac6f712142 feedback5 WE2: 自选 rosters refuse the 集成战略 SO-A / SO-B and the 生息演算 RA-A modules like ISW-A (#25, #10)
shared/diy.js DIY_EXCLUDED_MODULE_TYPE = /^(?:ISW|SO|RA)-/: modules whose own effect works in
another game mode only ("在【岁的界园志异】中", "在【沉沦者的黑流树海】中", "在生息演算中"; the
excel gates those parts roguelike / sandbox) — 电弧 SO-A / SO-B, 机械师 SO-A, 森蚺 RA-A
[ASSUMED, the ISW-A reason]. validateDiyPicks refuses them, checkDiyPicks drops such a pick,
the picker hides them; the record and the kits still field them. Docs: DATA, PLAYING,
DESIGN §8. Golden: no scenario moved.
2026-10-06 15:18:25 +08:00
sganggs 853566129c feedback5 WK: the 集成战略 (ISW-A) module rule is a roster rule — validateDiyPicks (so room.diy, PlayerState.setDiy and the picker) refuses it, checkDiyPick / diyRecordOf / the sim still compose any module of the form (the kits' tests and the golden diy family field them); shared/diy.js diyModuleOf; docs follow
Golden unchanged.
2026-10-06 00:23:54 +08:00
sganggs e480b1cb26 feedback5 WK: a 自选 pick never carries a 集成战略 module (ISW-A: 凯尔希, 傀影, 菲亚梅塔, 提丰, 艾丽妮, 霍尔海雅 — their own effect applies only "在集成战略中") [ASSUMED: not usable outside 集成战略, the owner's decision of 2026-10-05]; shared/diy.js isDiyModule, checkDiyPick refuses one; diySlot reports the slot's shopLevel (test/diy.test.js)
Golden unchanged (no kitted operator has an ISW-A module).
2026-10-05 23:37:23 +08:00
sganggs 4bee542e61 feedback5 WK: 自选编队 on the server — room.diy { picks } (lenient: illegal picks dropped, only malformed input is BAD_MSG; stored per session / seat; a match takes the picks its seat had at the start, a change during a match is for the next one; welcome lists diyKitted), PlayerState.diy with the player's data view (a slotted DIY slot is its operator for every rule: bonds from its factions, no 特质, the pick's skill and module, the slot's tier / price / merge), a per-player stock per slotted piece (8 at tier 5, 5 at tier 6 [ASSUMED]; never in the shared pool; none when every bond of it is banned), DIY pieces in that player's shop rolls and reward offers once the 调度中心 reaches the slot's level, battleInput diy, m.private.diy / diyBanned, prep scouting and results name the operator, 信标 never sends a 自选 piece to a teammate [ASSUMED]
The owner's decisions of 2026-10-05 (picks, slots, shop per player, bans); research 0.2.0 §2. Golden unchanged (no scenario slots a DIY pick).
Tests: test/match/diy-shop.test.js (9), test/lobby-diy.test.js (4).
2026-10-05 23:35:01 +08:00
sganggs 6728f87172 feedback5 WH: a prototype pick given skillIndex / uniEquipId null takes its locked selection (only another skill, another module or an explicit 'none' is refused); kits_layout builds each operator kit from the composed 自选 record and its def, as the sim does
No golden scenario moved.
2026-10-05 20:20:56 +08:00
sganggs 2b72d4deb0 feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:51:40 +08:00