Commit Graph
95 Commits
Author SHA1 Message Date
sganggs 8627791e53 feedback5 O19: 自选 kits for 老鲤, 温蒂 (with her 工程蓄水炮) and 望 (with her 棋子 and 跟子)
Three owned 6★ picks get their operator kits (kits/ops/op-lmlee.js, op-weedy.js, op-wang.js, appended to
OPERATOR_KIT_FILES): every skill at rank 4 / 7, both talents, the trait and every module at stage 1 / 3, and the kits of
the two summons (set up by the owner's talent, as 鸿雪's 打字机).

- 老鲤 (行商): MER-X 2 DP, MER-Y ATK +4 % per payment (5 stacks); 和气生财 (±14, ×2 alone; MER-Y Lv3 ±20); 有备无患 through
  the merchantPay hook (5 DP for a guard against the next 晕眩 / 冻结, counter-stun 3 s; MER-X Lv3 4 DP / 4 s); S1 / S3 fire
  at full SP (the owner's AUTO rule), S2's mark bursts per its PRTS notes, S3's push and outside-range dodge.
- 温蒂 (推击手): S1 next attack (push + stun), S2 water mode (×3.2 interval, range +1, 0.9 splash, pushes), S3 liquid
  nitrogen (1.2 splash, push, 移动创伤 1200 per tile); the cannon (20 s, back on its tile, nearest target, pushes, its
  forced skill, fires with her S3 beside her); 蓄水炮强化 SP (PUS-X Lv3 every 2 s and ATK +20 %); PUS-X refund on a 高台,
  PUS-Y +1 force while blocking two; her composed record takes a 高台 (shared/highGround.js unchanged).
- 望 (陷阱师): hits air; 棋子 activation, trigger, in-place return (2 s, cost; TRP-X 2 DP), 跟子 in the PRTS order, 料敌机先
  stacks, S1 DoT + 停顿, S2 line damage + additive slow, S3 x-6 passive and the 天下劫 overflow / bullets.

Match: the 自选 hand count of a placeable summon reads the active module's byModule deploy limit (server/match/player/
diy.js placeableTokens) — 望 with TRP-X gets 7 棋子; nobody else changes (多萝西's 13 stays at the 9 cap).
Docs: PLAYING.md §4 (温蒂 on a 高台), SIM.md §8 (陷阱师 air through the data), kits/README.md (module deploy limit).

Golden: only diy moved — diy-106 … diy-109 are now the 老鲤 / 温蒂 battles (the prototype battles they held move on),
diy-110 … diy-115 are new (望, then the prototypes, seeds per index); roster, bonds, fields, matches, standins unchanged.
Tests: test/content/op_lmlee.test.js (8), op_weedy.test.js (10), op_wang.test.js (8).
2026-10-06 05:09:27 +08:00
sganggs c06e80e370 feedback5 WN: docs for the 补位 display — PLAYING §3 (a not-owned operator is shown as its stand-in in the shop, hand, board and result, what stays the original's, one stand-in for several chess, teammates see it too), DESIGN §16 (干员持有 paragraph), DATA.md §18 (match / client paths), SIM.md (UnitInfo standInFor on scouted bench pieces and m.result lineups); the owner's recall of 2026-10-06 2026-10-06 02:40:46 +08:00
sganggs 9ce5435373 feedback5: merge W5M — the nine 0.1.4 PRs (#150 #66 #146 #74 #72 #103 #149 #109 #160) and W4A (高台 per the trait, 阿戈尔 revive slots, 联防 devour) ported into the split layout
Conflicts: server/match/bot.js (W4A's comment + W5K's player data view pgd), test/golden/diy.json (regenerated). data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 the moved roster / bonds / fields / matches / standins scenarios are exactly W5M's per-PR attribution (#160 skill events, #109 deploy-timed lifecycle, #66 灵巧 sources and hidden layers, 83fc408 歌蕾蒂娅 placement), plus coop2-NORMAL-70-diy (fields operators those PRs touch) and diy-051 / diy-052 (events.skill only: Misery's deploy passives, #160); against fb5-merge4 only feedback5's own additions (the diy kits, coop2-NORMAL-70-diy).
2026-10-06 00:33:15 +08:00
sganggs 26c8e06d86 feedback5 WK: the 自选 bond test reads the pool from the data (no hard-coded counts: 焰狐龙梓兰 left the pool on feedback5); PLAYING says the list grows with the kits 2026-10-06 00:24:27 +08:00
sganggs cde3e7305e feedback5 WK: docs for 自选编队 — PLAYING §3 (the 自选编队 tab for players: slots, picks, the own shop from 调度中心 level 5 / 6, stock, bonds, bans), DATA.md §15 / §18 (played since 0.2.0; ISW-A modules refused; the stock lives in the match), SIM.md (UnitInfo diy on scouting units and result lineups), META.md (player/diy.js: the data view, stock, shop draws, bonds), DESIGN §1 scope line, §8 room.diy / welcome.diyKitted / m.private.diy, §16 the 自选编队 tab; kits README (a new kit is a legal pick at once; placeable 自选 summons) 2026-10-06 00:19:41 +08:00
sganggs c5c52eed34 feedback5 WM: merge feedback4 at 13808e3 (W4A) — 高台 for every 「可以放置于远程位」 trait holder, the 5-阿戈尔 revive slots, the 联防 devour of whoever stands in front
Ported by hand into the split layout:
- 83fc408 board.js placeClass: the player's loadout no longer counts, as in 83fc408. feedback5's 补位 rule stays: a
  chess the player fields as its stand-in is placed by the stand-in's record (ps.fieldRecord). positionClass(rec)
  takes no module.
- 83fc408 client piecePosition → public/js/ui/gameLogic/placement.js: meleeOnHighGround(rec) on the stand-in or
  chess record, no module. The gameLogic.js shim header and deployedModuleId's comment follow; deployedModuleId is
  kept, still exported and tested.
- 83fc408 PlayerState._placementOf comment → server/match/player/placement.js.
- 83fc408 tools/golden.mjs layout: positionClass without the module, on feedback5's stand-in body (recOf) and in
  diyLayout.
- bonds/core.js (6ab9a06, 8a2e0c7) applied cleanly; it equals 13808e3's plus feedback5's i18n toast. shared/highGround.js
  equals 13808e3's.
- data/: only bonds.json (the 阿戈尔 spec text). node tools/build-data.mjs --offline on the merged tree rewrites all
  15 files byte-identical.

Golden regenerated: 16 scenarios moved, all by 83fc408. Each fields 歌蕾蒂娅 (normal, or elite with HOK-X / no
module), whom tools/golden.mjs now lays out beside the enemy path like a ranged operator instead of on the busiest
melee tile: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high, bond-indomShip-low,
bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair, boss-boss_4-pair,
boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. This is the list in 83fc408's own message. With the
阿戈尔 commits reverted the digests are the same, so those two move nothing in this corpus. The standins, diy and
matches families are unchanged: no stand-in or 自选 piece there is 歌蕾蒂娅, 崖心 or 见行者.
2026-10-06 00:06:41 +08:00
sganggs a0a7660287 feedback5 WM: merge feedback4 (896dd5d, the coming 0.1.4) — PRs #150 #66 #146 #74 #72 #103 #149 #109 #160 ported into the split layout
Ported by hand:
- #109 kit hunks → kits/ops (the tier files stay re-export shims): 宴 chess_char_1_18-utage.js, 野鬃
  chess_char_1_19-wildmn.js, 砾 chess_char_2_12-gravel.js, 斯卡蒂 chess_char_3_05-skadi.js, 伊内丝
  chess_char_4_04-ines.js, 缄默德克萨斯 chess_char_4_16-texas2.js, 耀骑士临光 chess_char_6_17-nearl2.js. The +/- lines
  are identical to #109's tier1/2/3/4/6 diffs.
- #109 generic.js against W5D's own-duration passives (一击即退): the deployment window is computed where #109 computes
  it, with W5D's case included. Both forms run #109's duration lifecycle (activateOnDeploy, spType 'none', the
  skill's own mods), and W5D's 冲锋号令 DP start effect is kept.
- #103 room.js through i18n phase 1: t('{name}邀请你加入卫戍协议:盟约【{difficulty}】') with the translated difficulty
  name (the Chinese text is the PR's), plus its English line in public/i18n/en.json.
- data/assets.json: feedback5's manifest plus #72's audio.bgm.combatAlts (after boss, the plan order). files +3 and
  bytes +5 037 595 as measured on feedback4; the hash is recomputed with the generator's contentHash. No other data/
  file changed.
- docs: DESIGN §5.6 (#109's timed deployment paragraph before feedback5's trigger rules; "Permanent passive skills are
  always on"), SIM §7.4 (both generic passive cases).
- Auto-merged and checked: #149 bond-bar fold (still in screens/game.js), #160 skills.js / spine.js, #109 skills.js /
  snapshot.js, #66 addon/battle.js (restTile / isDown live in sim/battle/tiles.js), #150 units.js, #72 audio.js /
  plan.mjs, #74 plan.mjs / docs.

Where the PRs met feedback5 work:
- 突袭 (W5L, GitHub #49): raidPoll counts a skill that needs no SP while it is on. That is a passive, as before, or a
  #109 deploy-timed skill while its window runs. Once the window has ended only the idle trigger is left. Without this
  change 缄默德克萨斯 / 宴 lost #49. research 02 §3.18 says so.
- Tests changed to #109's representation: bonds_addon #49 test (kind 'duration', activateOnDeploy) plus a new test
  (window over → idle trigger only), and standin.test.js's 预备干员 PASSIVE branch (the skill's mods instead of the
  generic:passive buff).

Golden regenerated on the merged code. Attribution: each PR's gameplay change was reverted alone in a scratch copy, and
all three together. With all three reverted the digests equal feedback5's exactly. Every moved scenario was replayed
and fields the unit that explains it.
- #160 only (0.5 s skill events of deploy passives; events.skill only): roster-001/006/025/049, bond-arcaneShip-low,
  bond-emptyShip-high, bond-investShip-high, bond-kjeragShip-low, bond-siracusaShip-low/high, bond-victoriaShip-low,
  bond-yanShip-high, boss-boss_2/4/6-solo, hidden-boss_8/10-solo, standin-03/05/08/10, diy-005/006 (普罗旺斯 S1,
  琳琅诗怀雅 S1/S2, 星熊 S2, 凯瑟琳 S1, Misery S3 as stand-in / 自选 prototype).
- #109 only (deploy-timed skill state and lifecycle; 突袭 技能就绪 limited to the window; generic 一击即退):
  roster-003/004/005/021/023/024/039/041/042/046/047, bond-egirShip-high, bond-indomShip-high,
  bond-kazimierzShip-low/high, hidden-boss_8-pair, standin-01, coop4-FUNNY-6, coop2-NORMAL-8-serverrun.
- #66 only (灵巧's aura stays only for a killed member, from its body tile): roster-028, coop2-NORMAL-3,
  coop3-ABYSS-5, coop4-ABYSS-7, solo-HARD-9-boosted.
- #109 + #160: roster-002, roster-029, bond-investShip-low, bond-raidShip-low/high, bond-suntShip-low,
  bond-visiShip-high.
- #66 + #160: roster-008, roster-027.
- #66 + #109: roster-022, roster-040, bond-indomShip-low, boss-boss_2/4/6-pair, hidden-boss_10-pair, standin-06,
  coop2-HARD-4, coop2-NORMAL-14-standins.
- all three: roster-010, roster-012, roster-031.
69 scenarios. Every other digest is unchanged.
2026-10-05 23:59:05 +08:00
sganggs 83fc408a55 feedback4: every melee chess whose trait reads 可以放置于远程位 may stand on a 高台, normal or elite, any module
The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.

- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
  check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
  (build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
  refused, client highlights, swap, battle, bots), gameLogic.

Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
2026-10-05 23:20:56 +08:00
sganggs a611cb013c feedback5: merge W5I — real i18n phase 1: shared/i18n.js (Chinese msgids, params, data names), English game texts from the official EN client data (data/i18n/en.json), the 中文 / English switch on the title screen and in 设置, title / lobby / room / settings converted, server toasts and ticker lines with msgid + params, tools/i18n.mjs, docs/I18N.md (PR #70's translations by @YuriRestia reused, credited)
Conflict: server/match/player/basics.js imports (W5G's checkNotOwned + W5I's msg / dn). data/i18n/en.json rebuilt on the merged data (tools/build-i18n.mjs --offline): the 自选 data adds texts of CN-only operators and modules the EN client lacks, so coverage is 97.6 % (skills 95.9, talents 95.1); the coverage floors in test/i18n-data.test.js and docs/I18N.md say so. Golden unchanged; i18n / lobby / match / ui suites 1144/1144 after the rebuild, i18n e2e 1/1.
2026-10-05 22:57:53 +08:00
Alsan Jayson ede8e7e773 The bond bar can be folded, so the board stays tappable on phones (#149)
The fold state stays for the match; Space does not ready or pause at the same time. Closes #142. Contributed by @CELLOPOI.
2026-10-05 22:36:15 +08:00
sganggs 5c6524e1ad feedback5 WL: 生命回复速度 is not 治疗 — the 吟游者 trait, 调香师, 瑕光 S2, 铃兰 S3 and 锡人 give an hpRegen buff, so 无法被友方治疗 / 禁疗 units get it and 治疗加成 does not scale it (GitHub #96 / #137)
PRTS: 分支特性信息 吟游者 「特性为基于自身攻击力来增加受益者的“生命回复速度”属性」 (魔王, 浊心斯卡蒂); the 备注 of 调香师 熏衣草,
瑕光 S2, 铃兰 S3 and 锡人 S2 「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」 (铃兰: none in the
first second, refreshed every second); 异常效果 禁疗 「增减生命回复速度…的效果不会被识别为治疗类能力」. These were heals from
the provider, which damage.js refused on 收割者 / 不屈者 / 武者 (noHeal) and under 禁疗 — 隐德来希 gained nothing under 魔王.
This is the separation proposed in PR #135 by @SpiritedAwayCN, written anew (the PR's patch is not used):
- professions.js bardRegen: the trait is an hpRegen buff per bard refreshed every 0.25 s; 魔王's 微尘 ×1.5 goes through
  its `bardRegen` hook (both 魔王 kits); 浊心斯卡蒂's pulse and the 海嗣 token use it too.
- 调香师 (every ally), 瑕光 S2 (the skill range, removed at its end), 铃兰 S3 (from the first full second, removed at its
  end), 锡人 (per 炼金单元, its cached ATK): hpRegen buffs instead of battle.heal.
- damage.js: a `regen` tick takes no healing multiplier and a heal hook cannot change its amount (no 治疗加成 on any
  生命回复速度); 流明's 凡人之愿 and 华法琳's S1 bonus skip a regen tick of their own.
Direct heals are unchanged (still refused / scaled); 魔王 S3's redistribution and 纯烬's HoT are untouched. Other
per-second recoveries without such a note stay heals (引星棘刺, 塞雷娅 S3, 流明 / 纯烬 HoTs; 余 闲云隐市 and 天马之盔 left open).

Golden moved (every one fields 魔王 / 浊心斯卡蒂 / 调香师 / 瑕光 S2 / 铃兰 / 锡人): roster-004, roster-005, roster-006,
roster-011, roster-013, roster-015, roster-016, roster-018, roster-023, roster-025, roster-030, roster-032, roster-035,
roster-037, roster-039, roster-041, roster-042, roster-045, roster-046; bond-deputShip-high, bond-emptyShip-low,
bond-emptyShip-high, bond-indomShip-high, bond-kazimierzShip-low, bond-kazimierzShip-high, bond-sargonShip-low,
bond-sargonShip-high, bond-skillfulShip-high; boss-boss_1-pair, boss-boss_1-solo, boss-boss_2-solo, boss-boss_3-pair,
boss-boss_3-solo, boss-boss_4-solo, boss-boss_5-pair, boss-boss_5-solo, boss-boss_6-solo, boss-boss_7-pair,
boss-boss_7-solo, hidden-boss_8-solo, hidden-boss_9-pair, hidden-boss_9-solo, hidden-boss_10-solo, unite-1;
solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins.
Docs: SIM.md (heal pipeline, bard row), PLAYING.md, kits/README.md (checklist item 11).
2026-10-05 21:13:15 +08:00
sganggs e50497b1ce feedback5 WI: docs/I18N.md (translating, adding strings, rebuilding the EN game texts, phase 2) and credits
NOTICE.md and THIRD-PARTY-NOTICES.md credit @YuriRestia (PR #70) for the English UI strings and fallback
translations, note that PR #70's ak-spa-database.pages.dev texts are not used and that arknights.wiki.gg is
CC BY-SA 4.0, and name the EN data mirrors (ArknightsAssets/ArknightsGamedata, Kengxxiao/ArknightsGameData_YoStar).
DATA.md: data/i18n/en.json is written by tools/build-i18n.mjs (rerun after a text-changing build).
PLAYING.md: the 中文 / English switch.
2026-10-05 20:20:09 +08:00
sganggs ce0d85c78a feedback5: merge W5G — 补位 end to end: the 干员持有 tab (drop NORMAL chess), room.ownership, stand-ins in every field, 「替补:X」 badges, the stand-in's body on the board and detail card, golden standins family
Golden regenerated on the merged code (the textual merge had no conflict and equals the regenerated files): against feedback5 only the new match coop2-NORMAL-14-standins and the new standins.json (10 battles); against fb5-standin-game exactly the W5F and W5J scenarios (roster-001/002/007/009/016/026/027/028/038/040/041/042/044, bond-egirShip-low / siracusaShip-high / suntShip-high, boss-boss_2-pair / boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); standins unchanged. test/match 536/536, the stand-in / golden / docs suites 175/175.
2026-10-05 19:57:20 +08:00
sganggs 832d509ef4 feedback5 WG: docs for 补位 — PLAYING §3 (干员持有 for players), DESIGN §8.1 room.ownership / §8.3 m.private standIns / §16, DATA.md §2 / §18 (played since 0.2.0), SIM.md prep-scouting standInFor, kits README (the golden standins family) 2026-10-05 19:49:28 +08:00
sganggs 4304eb057c feedback5 WJ: 伺夜's 狼群 takes its official 战术点形态 and S1 领袖的呼唤 acts by the pack's state (PRTS 狼群领袖 / S1 备注)
The fatal hit on the last 狼影, or a 撤退 while 伺夜 stands, no longer kills the pack. It enters its 战术点形态, the
remake's knocked-out piece: off the fight (no block, no attack, not targetable), kept, its tile reserved, 0 狼影. After
the 狼影 recovery time it comes back on its tile at full HP with 1 狼影 and a fresh 狼影 cycle. That time is the token
talent's interval, read from the data: 25 s on both chess. Until now it came back after the token's 10 s redeploy time
with 2 狼影.

Both packs share this (tokens.js installWolfTacticalPoint): the prep-placed 狼群 piece and the 伺夜 kit's own pack.
- A return timer carries the form's seq and a return cancels it, so a stale timer never revives the pack early.
- When 伺夜 leaves, a standing pack still leaves with him ('expired', no form). A pack in its form ends it with no
  return; his redeploy brings a fresh pack.

S1 casts when ready while the pack is on the field in either form, and always pays +cost DP:
① in its 战术点形态 the pack comes back at once with 1 狼影 and a fresh cycle;
② below the cap, +1 狼影, the pack's own cycle untouched;
③ at the cap, the pack's HP is reset to max.
S2 still needs a standing pack: its 备注 says nothing of the form [ASSUMED]. A held S2 gift stays on the pack through
the form [ASSUMED].

fx: the kit's pack keeps 'summon' / 'revive', the piece keeps 'wolfShadow' / 'wolfShadowLost'. Entering the form shows
'wolfShadowLost' with count 0. No new kinds, no client change. Data unchanged.

Docs: DESIGN §5.6 (SP_FULL note), PLAYING (作战中, 自动触发), SIM (token pieces), the tokens.js / kit comments.

Tests:
- kits_alt_t3, new: 3_19 战术点形态 (both chess × both packs), S1 ①②③ with the stale-timer guard, 撤退 / 伺夜 leaving.
- kits_alt_t3, rewritten: the S1 no-pack test, and the S2 auto-cast test (no cast in the form, a cast once the pack is
  back).
- kits_t3 3_19 wolf pack and tokens_devices 狼群 board piece: the form, then a return with 1 狼影.

Golden (each fields 伺夜 with his pack knocked out at its last 狼影 while he stands: 25 s out and 1 狼影 instead of
10 s and 2):
- roster-007 and roster-009: the fights change.
- roster-028 (elite S1): S1 brings the pack back at once.
- roster-026 and roster-040: 伺夜 falls before the old return; only the new 'wolfShadowLost' fx moves.
- bond-siracusaShip-high.
- matches solo-NORMAL-1, coop2-NORMAL-3, coop3-ABYSS-5, coop2-NORMAL-8-serverrun: the bots field 伺夜.
2026-10-05 19:47:12 +08:00
sganggs 17d9960fb4 feedback5: merge W5F — ACTIVE_RANGE also replaces SEARCH rows and covers 深巡 S2, 纯烬艾雅法拉 S1 at full SP, 伺夜 S1 only with his pack on the field
Golden regenerated on the merged code (only test/golden/matches.json conflicted): against feedback5 it moves exactly W5F's scenarios (roster-001/002/016/026/027/028/038/041/042/044, bond-egirShip-low, bond-suntShip-high, boss-boss_2-pair, boss-boss_6-pair, solo-NORMAL-1, coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun); against fb5-bugs3 exactly W5E's (unite-1/2 and the 8 match scenarios of the 联防 map and the full-hand rule). data/ equals an offline build of the merged tools/build-data.mjs.
2026-10-05 19:05:06 +08:00
sganggs e89901f64f feedback5 WF: 伺夜 S1 领袖的呼唤 fires only while his pack is on the field (PRTS 备注 「仅场上存在狼群时可触发技能」, the owner's decision of 2026-10-05)
The kit sets trigger NEVER on skchr_vigil_1 and casts it itself, like S2: a tick check (installCall) — ready, 伺夜 able
to act and not silenced, the pack (kit pack or the prep-phase 狼群 piece) alive. Without a pack the SP waits full and
no DP is paid; the cast still gives +cost DP and one more 狼影. [ASSUMED]: the kit has no 战术点形态, so a knocked-out
pack is waited for (PRTS ① would bring it back at once with one 狼影) and at the 狼影 cap the cast only pays its DP (PRTS
③ resets the pack's HP) — open for the owner. Data unchanged. Docs: DESIGN §5.6's SP_FULL list, PLAYING's 自动触发
sentence, kits/shared/tier3.js.

Tests: kits_alt_t3 "3_19 伺夜 S1 领袖的呼唤: PRTS 备注 … — no pack, no cast …" (new) and the S1 test (rule NEVER).

Golden: roster-028 (伺夜 elite with S1): his DP comes later while the pack is down.
2026-10-05 18:53:08 +08:00
sganggs f3e7919225 feedback5 WF: 纯烬艾雅法拉 S1 无声润物, an AUTO toggle that acts on her allies only, turns on as soon as its SP is full (the owner's decision of 2026-10-05)
The kit sets trigger SP_FULL on skchr_agoat2_1, like 浊心斯卡蒂 S2 and 引星棘刺 S1 (data unchanged: an AUTO skill takes
no 技能策略 row, so its trigger stays DEFAULT there). Before, the DEFAULT heal rule kept it off until an ally of her range
lost HP, so its 元素损伤 recovery never ran on a field without HP damage. Docs: DESIGN §5.6's SP_FULL list (AUTO skills
on allies: 引星棘刺 S1, 浊心斯卡蒂 S2, 纯烬艾雅法拉 S1), PLAYING's 自动触发 sentence.

Tests: kits_alt_t6 "6_20 纯烬艾雅法拉 S1 无声润物 (自动触发, effects on her allies only): on as soon as its SP is full …".

Golden: roster-038 (纯烬艾雅法拉 elite with S1) — the snapshot chain from 40 s: the toggle comes on earlier.
2026-10-05 18:48:42 +08:00
sganggs 383fe4a49e feedback5 WF: ACTIVE_RANGE also replaces the SEARCH row and covers 深巡 S2 — a skill whose running range strictly contains the own one casts with an enemy inside it (the owner's decisions of 2026-10-05)
tools/build-data.mjs resolveTrigger: a MANUAL operator skill on DEFAULT (no row, or a DEFAULT entry of the deviation
tables) or on the SEARCH row ("在初始攻击范围内存在敌人时释放技能": 解放者 / 阵法术师 / 安洁莉娜 — ACTIVE_RANGE_OVER) whose
running range strictly contains its own is ACTIVE_RANGE on that range, rawRule the official row; validateAll accepts a
DEFAULT deviation resolved to ACTIVE_RANGE (chess and stand-in tables) and ACTIVE_RANGE over SEARCH. Data rebuilt
offline, JSON-compared: only skills[].trigger rule / customRangeGrid of 薄绿 S1 (x-2), 蜜蜡 S1 (x-2), 卡涅利安 S3 (x-2),
玛恩纳 S2 (2-3), 安洁莉娜 S3 (y-4) — rawRule SEARCH — and 深巡 S2 (3-2, rawRule TAKE_DAMAGE), normal + elite (32
leaves); backups.json unchanged. Kits: 薄绿 S1 drops its DEFAULT trigger and 深巡 S2 PR #12's DEFAULT line, both read the
data now (雷蛇 S2 keeps PR #12's line). The sim needs no change (SEARCH was the DEFAULT condition on the initial range
every tick; ACTIVE_RANGE is the same on the running range). Docs: DESIGN §5.6 and the §21.20 flip row, DATA, SIM,
PLAYING, kits README, shared tier comments, skills.js header.

Tests: data (78 records / 39 skills, the five from SEARCH, the SEARCH skills that stay), feedback5-active-range (安洁莉娜
S3 on its y-4, S2 keeps SEARCH), feedback1-tank-triggers and kits_t1t2 (深巡 S2 on its 3-2, before any hit), kits_alt_t3
(薄绿 S1 on its x-2), feedback1f-fence (the idle measure uses the interval of the cooldown still running: the S2 now casts
between two attacks), docs-consistency (one PR #12 kit line left).

Golden: roster-001 / 002 (深巡), roster-016 / 044 (玛恩纳, 安洁莉娜), roster-026 / 027 (薄绿), roster-041 / 042 (卡涅利安),
bond-egirShip-low / bond-suntShip-high (深巡), boss-boss_2-pair / boss-boss_6-pair (玛恩纳, 安洁莉娜), matches solo-NORMAL-1,
coop2-NORMAL-3, coop4-FUNNY-6, coop2-NORMAL-8-serverrun — each fields one of the six skills, which now casts when an
enemy enters its running range.
2026-10-05 18:45:13 +08:00
sganggs ece75b6853 feedback5: merge W5E — a full hand refuses buys and reward picks, temp pieces fill freed slots (#82); 联防 plays on the official escaped maps (#41)
# Conflicts:
#	test/golden/fields.json
#	test/golden/matches.json
2026-10-05 18:19:36 +08:00
sganggs 8a43624935 feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list) 2026-10-05 18:17:08 +08:00
sganggs db1b44bb71 feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged 2026-10-05 18:17:08 +08:00
sganggs 01fddd3021 feedback5 WC: a MANUAL skill whose running attack range strictly contains the own range casts as soon as an enemy is inside it (ACTIVE_RANGE, the owner's rule of 2026-10-05)
A deliberate deviation from the official 技能策略 (community report: skills with a larger range waited for the normal
range). tools/build-data.mjs resolveTrigger: a MANUAL operator skill still on the basic strategy (no class row, no
TRIGGER_DEVIATIONS entry) whose running range (its rangeId grid, or the own range grown by
ability_range_forward_extend; never 被动效果:攻击范围扩大) strictly contains the operator's range gets rule ACTIVE_RANGE,
customRangeGrid = that range, rawRule the official DEFAULT; validateAll checks it. server/sim/skills.js: ACTIVE_RANGE
checks the DEFAULT condition (a targetable enemy or a blocked one; a heal skill an injured ally) on that range, grown by
the permanent rangeExtend, every tick. Data rebuilt offline: only skills[].trigger changed (33 skills, 66 chess records,
9 stand-in form records). 深巡 S2 (§21.29), 重装 TAKE_DAMAGE, the SEARCH / CUSTOM_RANGE / SP_FULL rows, 烛煌 S2 / S3
(not containing her 3-1) and 引星棘刺 S3 keep their rule. Docs: DESIGN §5.6, DATA, SIM, PLAYING, kits README, notes.
Tests: new test/sim/feedback5-active-range.test.js; data, playtest6-skills (银灰 S3), kits_alt_t2 (蒂比 S1), kits_t5
(百炼嘉维尔 S2) updated; feedback1-transform's fixtures move 莫斯提马 one tile (her S3 now casts on its 3-15).

Golden: 27 roster, 25 bond, 21 field and 14 match scenarios moved — every one fields an operator with one of the 33
skills, which now casts when an enemy enters its running range instead of the initial range.
2026-10-05 17:44:33 +08:00
sganggs c9dd2a6392 feedback3: merge WJ — 高台 only for elite 歌蕾蒂娅 with HOK-Y, live prep watch, silenced 折射, grant toasts, emote timeout glyph 2026-10-04 21:26:46 +08:00
sganggs 1005754bf3 feedback3: merge WH — ground operators are melee-position, 叙拉古 rolls on every normal hit, off bonds show as disabled, prep-end items merge next prep 2026-10-04 21:26:10 +08:00
sganggs 9aaba7708c feedback3 WH: an item gained as prep ends waits in hand and merges at the next prep start 2026-10-04 20:34:03 +08:00
sganggs 5ef4fac137 feedback3 WJ: 高台 only for elite 歌蕾蒂娅 with HOK-Y
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
2026-10-04 20:31:46 +08:00
sganggs c0cc1d6118 feedback3 WH: mode-off bonds the player has members of show as grey 本局禁用 discs, and hand members count in that header 2026-10-04 20:31:06 +08:00
sganggs ca3d0572ad feedback3 WF: the initial deployment goes by column — the left column first, top to bottom within a column (PRTS 从上到下>从左到右 read as a scan, the 阿戈尔 devour's order; mirrored boss side from its own left); a merge's elite among several deployed copies follows it (server and client); tests whose target was the latest deployed keep it 2026-10-04 19:50:42 +08:00
sganggs 0e3429aa1f feedback3 WF: 联防 fights with the bond layers the helpers' own combat reached (the strip's count, capped like the settlement), no longer the round-start layers; the settlement still adds those gains once (PRTS 联防阶段 以其阵地当前的状态, community report #24) 2026-10-04 19:31:15 +08:00
sganggs dcc44712ad feedback3: merge W3A — 联防 carries HP ratio and SP only (GitHub #82); down operators take part in the 联防 devour (players' reports, owner's decision); 不屈 on 撤退 / 替身 switches; SP recovers during stun (洛洛 S2) 2026-10-04 17:57:44 +08:00
sganggs 8707c161b9 feedback3: merge W3E — two spectator seats per co-op room (GitHub-relayed community request #26; a remake feature): watch like an eliminated player, never act, no private data 2026-10-04 17:57:09 +08:00
sganggs 976475efff feedback3 WE: spectator seats in the browser — 观战 in the lobby, the 观战席 strip in the room (host removes, 入座), watch-only match screen; docs (community report #26) 2026-10-04 17:39:30 +08:00
sganggs 3315803b79 feedback3 WA: DESIGN §19.3 and PLAYING note that the 联防 阿戈尔 devour still counts the operators that enter down 2026-10-04 17:28:44 +08:00
sganggs 8252be248f feedback3 WA: 联防 carries the HP ratio and the SP only — a skill running at the end of the own combat enters switched off (no free restart), the SP counts stored charges, board summons keep their SP 2026-10-04 17:16:55 +08:00
sganggs db57c39c7a feedback3 WC: readying with funds left asks first (the prep end wipes them); never for 坎诺特, at 0 funds or under AI 托管 2026-10-04 17:12:24 +08:00
sganggs 7757db0779 feedback2 WK: PLAYING says ranged enemies stand for each attack and forced-out operators lie down where they left (GitHub #58, #60) 2026-10-04 02:55:48 +08:00
sganggs 50c9b5b1b6 feedback2: merge WH — 荒芜拉普兰德 S3's drones attack (GitHub #32 item 7); 余 S2 pulls leaders, no pull effect when nobody moves, and casts with an enemy on its x-1 (owner's deliberate deviation; GitHub #32 item 1)
# Conflicts:
#	data/chess.json
#	docs/PLAYING.md
2026-10-04 02:21:47 +08:00
sganggs a168c99e6a feedback2: merge WJ — enemy splash, blasts, area skills, zones and auras skip a 隐匿 operator that does not block them; 迷彩 is still hit by splash (GitHub #32 item 6)
# Conflicts:
#	docs/DESIGN.md
#	docs/SIM.md
#	server/sim/content/enemies.js
2026-10-04 02:21:15 +08:00
sganggs 79bbd51525 feedback2: WG review — a chain healer's bounces skip 禁疗 / noHeal units (史尔特尔 in 余烬); PLAYING and DESIGN say 隐匿 returns 3 s after a block; 山海众头目's mark comment 2026-10-04 02:19:40 +08:00
sganggs b0c98fea31 feedback2 WJ: docs — buff auras and 蚀裂's 毒雾 vs 隐匿, locked targets as direct picks, 迷彩 only where PRTS backs it (the rest [ASSUMED]), 异常效果 §无法选择 instead of the 选择器 draft text; PLAYING: all-in-range normal attacks skip 迷彩 2026-10-04 00:41:51 +08:00
sganggs 7362ab5439 feedback2 WH: 余 S2 厚礼上宾 casts with an enemy on its x-1 instead of when hit (the owner's deliberate deviation from the 重装 TAKE_DAMAGE row: TRIGGER_DEVIATIONS SKILL_RANGE, data regenerated, only the two 余 records change) 2026-10-04 00:39:54 +08:00
sganggs 7ab852ef57 feedback2: merge WE — setup downloads the battle emotes and 玩法说明 pages from the public mirror, accurate deployment docs (GitHub #42); English title Stronghold Protocol: Alliance; doctor comment after PR #27 2026-10-03 23:51:56 +08:00
sganggs d74665f068 feedback2: WF review — the 高台 reading marked [ASSUMED] in the code comments; only 歌蕾蒂娅 is obtainable (崖心 / 见行者 are hidden chess); §22.6 notes the tile-based 地面干员 effects 2026-10-03 23:40:13 +08:00
sganggs 20a433f2a9 feedback2 WJ: PLAYING — 蚀裂's 毒雾 still reaches a 隐匿 operator 2026-10-03 23:37:59 +08:00
sganggs f059ba5be8 feedback2 WJ: docs — enemy area effects vs 隐匿 / 迷彩 (SIM enemy attacks, zones and status rows, PLAYING, DESIGN §5.3 / §5.5); the docs check follows 卢西恩's / 锏's trigger selection 2026-10-03 23:34:48 +08:00
sganggs 2f0a980b2e feedback2 WE: README, DEPLOY.md (new §6), setup and doctor say what falls back without the local-client art instead of 不影响游戏, and that a server without the client can copy public/assets/local + data/local-assets.json from the same version's bundle; DESIGN §22.5 (#42) 2026-10-03 23:13:23 +08:00
sganggs e846519fb0 feedback2 WF: docs for 钩索师 / 推击手 on a 高台 (DESIGN §22.6, §3, §6.6; DATA placement; PLAYING §4; research 03 C2) 2026-10-03 23:03:26 +08:00
sganggs 2dba6da598 feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
2026-10-03 19:13:35 +08:00
sganggs ff7ce30907 feedback1 final: merge the strategy draft's 查看禁用盟约与干员 dialog (GitHub issue #8 item 1; one matchInfo component for the briefing, the draft and the in-game 本局信息 tab)
Conflicts resolved keeping both sides:
- bandDraft.js header: the 本局禁用 mark of a strategy tied to a switched-off bond, then the 本局信息 dialog; the code
  merged cleanly (the card's 本局禁用 tag and the detail note sit beside the dialog's state and button).
- draft.css: the 本局禁用 tag / note rules, then the 本局信息 entry and dialog block (its header cites DESIGN §21.28).
- CHANGELOG 0.1.1 界面: the gaps and issue #5 / #8 lines, then the dialog line.
- PLAYING §6: the disabled-bond line says where to look again (draft dialog, in-game 🔍); the 变形同构体 line keeps its
  pairing explanation.
- DESIGN: the branch's "§21.26 Match info in the strategy draft" becomes §21.28; its two §10 references follow.
2026-10-03 18:51:37 +08:00