Commit Graph
97 Commits
Author SHA1 Message Date
sganggs 0e8004a382 feedback5 WN: 补位 display follows the official game (the owner's recall of 2026-10-06) — a chess the player does not own is shown as its stand-in wherever the player's copy appears: shop and reward cards (the stand-in's portrait, name, class and backup skill; the chess's bonds, tier and price; a small 「替补」 mark), the hand and 临时整备区 pieces (the stand-in's model, a 「替补」 tag; the board already was), the detail card (the stand-in's portrait, name, skill, talents and module with the chess's bonds and 特质, 「银灰的替补」 under the name [ASSUMED]), bond popups (own and a teammate's by UnitInfo standInFor through ownerBoard / ownerOps), the result lineup (m.result standInFor), prep scouting of the bench, the equip-replace dialog, the elite and gift tickers; rules unchanged (bonds, price, tier, merges, pools and 特质 stay the chess's); new strings through t() with English; tests updated (standin-ui 15, standin-ownership 7, watch-bonds wiring) and the e2e now ends on the result screen (fastServer SP_FINISH_AFTER); golden unchanged 2026-10-06 02:40:38 +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 c4e04609ea feedback5 WK: 自选 summon pieces — a test that a DIY 鸿雪 (her operator kit) gets her 打字机 stack in the hand when deployed in prep (the variant's deployLimit), places it, fields it in battle owned by her with the kit her install gives it (server and browser data sources), and loses it when she is sold; kits README documents how a kit finds its pieces (PlayerBattleInput token units with ownerUid, as op-bgsnow / op-cgbird do)
No new hook needed: the match already hands placed summon pieces to the battle with their owner. Golden unchanged.
2026-10-06 00:27:57 +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 476b926da3 feedback5 WK: a placeable 自选 summon works end to end — the client finds data/backups.json tokens where it looks up a summon (game lookups, detail card, renderer), the match harness's legacy checks read the player's data view; a test slots 凯尔希 (kit list widened for the test): her Mon3tr stack comes to the hand when she is deployed, places, and the battle fields it as her variant
Golden unchanged.
2026-10-06 00:19:29 +08:00
sganggs 0def7babfd feedback5 WK: 自选编队 in the browser — the 干员调配 overlay's third tab 自选编队 (5阶 ×2, 6阶 ×2 slots; the slot picker lists the kitted picks of the tier with avatar, name, class, derived bonds and a 原型 / 已持有 tag; an owned pick chooses its skill and module — 集成战略 modules left out —, a prototype shows its locked skill; sp.pref.diy, export / import, 全部清空, synced as room.diy through the shared engine, welcome.diyKitted kept), the operator on shop / reward cards, own pieces (「自选」 tag, its model on bench and board), the detail card (pick's skill and module), placement and range previews, bond popups (own and a teammate's 自选 member), the result screen; new UI strings through t() with English; the e2e fast server's SP_START_LEVEL hook
Bonds of 自选 pieces checked everywhere membership is decided (the owner's reminder of 2026-10-05): the match's counts through the player's data view (煌 in 炎 and 维多利亚, one member per slot, 绝技 elites), the sim's bond effects through def.bonds (叙拉古 on deployment, 协防 ×1.2 / elite ×1.4), the client's strip, popups, cards and detail card. Golden unchanged.
Tests: test/ui/diy-ui.test.js (15), test/match/diy-bonds.test.js (4), test/i18n.test.js pins screens/diy.js; test/ui/diy.e2e.test.js (SP_E2E=1, run once: pass).
2026-10-06 00:13:31 +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 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 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 098b8f09b1 The co-op integration test picks a band the AI has not taken and waits for b.start (#146)
Fixes the flaky CI run reported in #144: a fixed seed, a free band from the public draft with the pick asserted, and the battle start awaited. Closes #144. Contributed by @CELLOPOI.
2026-10-05 22:34:46 +08:00
strickensun 85b91b9013 灵巧's knocked-out aura counts only knocked-out operators; hidden-layer bonds hide their layers in the UI only (#66)
A knocked-out 灵巧 operator gives its neighbours the aura once more; a player retreat, a merchant exit or a 联防 forced exit no longer counts, and a redeploy restores it. 调和, 协防干员, 独行 and 绝技 hide their layer counts in the UI while the real layers stay for saving, settlement and support ranking. Contributed by @sunstricken.
2026-10-05 22:34:39 +08:00
sganggs 5398a0cfc5 feedback5 WI: server toasts and ticker lines carry msgid + params so the client shows them in the player's language
messaging.js: a toast / CUSTOM ticker line is a string (its own msgid) or a shared/i18n.js msg(); frames keep
the Chinese `text` (older clients) and add `msgid` / `params`; config.broadcasts lines carry their `args`
(the client fills the localized broadcast template; the player name {0} is never translated). Templated call
sites send msg(): the grant toast 「X:获得Y」, the summon-range and terrain withdrawals, the 联防 line,
eliminated / left lines, the 远见 / 奇迹 stack payouts and the 维多利亚 hammers; game-data names go as dn().
The protocol stays backward compatible (new fields optional). Tests that captured m.toast's argument render
it with renderMessage. No gameplay change: golden unchanged.
2026-10-05 20:19:58 +08:00
sganggs 24205581e1 feedback5 WG: 补位 on the server — room.ownership { notOwned } (lenient check, stored per session / seat, a match takes the list its seat had at the start), PlayerState.standIns: the player's not-owned NORMAL chess fight as their stand-ins (battleInput standIn: true in every field, the stand-in's position / range, no summons), m.private.standIns, stand-in art in prep scouting 2026-10-05 19:13:46 +08:00
sganggs 7d20695adf feedback5: merge R5 — client split: ui/gameLogic/*, render/fx/*, render/app/* (prelude), screens/game/* (same exports)
# Conflicts:
#	.git-blame-ignore-revs
#	public/js/ui/gameLogic.js
2026-10-05 18:38:43 +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 dd07dc1ec1 feedback5 R5: split the match screen's standalone pieces out
The match-ended plate, the solo pause plate, the highlight styles and
keepEarly now live in public/js/screens/game/*.js. game.js stays the screen
entry. MatchScreen stays one component. Imports only those pieces used moved
with them. Two source pins follow the lines that moved.
2026-10-05 17:24:20 +08:00
sganggs d9750d8aba feedback5 R2: docs and comments follow the split — DESIGN §2 and META list server/match/match/ and server/match/player/ (the classes: constructor + method install), research 09 / 11 name the new homes (Match.watch in match/watch.js, the settle in match/settle.js, the facing changes in player/placement.js / items.js), code comments that pointed at moved code say where it lives now (shared constants, client bandDraft / observe / result / hud / teamPanel / underframe / game-mock, test comments); .git-blame-ignore-revs lists the two pure-move commits. DESIGN §17–§23 history citations, the "before" column and the proposal of research 11, tools/build-data.mjs (Match.js still exports BAND_TURN_SECONDS) and public/js/ui/gameLogic.js (in the client stream R5) are left as they are 2026-10-05 17:18:22 +08:00
Luo Xingyu bce182703b Watching a teammate shows their hand, 临时整备区, equipment, strategy and effects (#129)
The prep scout of another player's board carries their 整备区 hand and 临时整备区 as units on the bench rows (like the own prep bench), the equipped items of their operators, their strategy in the drawer and their effects column (the official mode shows a teammate's hand too). The scout signature includes the hand / temp slots, so a moved card refreshes the watcher. Closes #128. Contributed by @2321Robin.
2026-10-05 16:47:33 +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 7e711582b0 feedback3 WJ: the bot places elite 歌蕾蒂娅 with HOK-Y on a 高台 that covers the road 2026-10-04 21:11:41 +08:00
sganggs 2723a3daea feedback3 WJ: grey the 折射 line and drop its icon while silenced
The RES bonus was already off. The enemy card now greys a SILENCE-format line from the live silenced flag, and the status row leaves the 折射 icon out while silence is up.
2026-10-04 20:38:26 +08:00
sganggs 6e59b5e4dd feedback3 WJ: prep watch of another board updates when it changes
A scout stays subscribed to n:<pid> and gets a new prep field when that board moves, including a spectator. A shop change does not push one.
2026-10-04 20:34:32 +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 dff0676dee feedback3 W3A: a 联防 operator down since its own combat resolves its own devour marks (the unit in front takes the 物理流失, a 5-tier revive is spent); the carried SP is set again after the deploy hook, so 独行 / 黄沙罗盘 no longer add to it (review fixes) 2026-10-04 17:56:59 +08:00
sganggs 42766172d1 feedback3 WE: spectator seats on the server — up to 2 per co-op room, never players, watch like an eliminated player, no private view (community report #26) 2026-10-04 17:20:51 +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 ce33795d1b feedback3 WC: the 信标 gift sends the original operator (an elite stays an elite) and still arrives when the sender is eliminated; a failed grant waits for the next round start 2026-10-04 17:06:43 +08:00
sganggs 2f5cc6edbc feedback2: merge WF — 钩索师 / 推击手 may stand on a 高台 (branch trait 可以放置于远程位; GitHub #32 item 4) 2026-10-03 23:39:47 +08:00
sganggs 9d15538865 feedback2 WF: 钩索师 and 推击手 (歌蕾蒂娅, 崖心, 见行者) may stand on a 高台 — chess.json placement 'all' from the branch trait 可以放置于远程位; server, client highlights; bots keep them on the ground as blockers 2026-10-03 23:03:26 +08:00
sganggs 47df17171a feedback2: test that 缪尔赛思 wearing 变形同构体 + 维式重锤 counts twice for 维多利亚 (case from PR #40 by @shanzhaikabi) 2026-10-03 22:41:03 +08:00
sganggs 77eaeaa15f feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
Conflicts resolved keeping both sides:
- effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item
  moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk.
- DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a
  transformation gains / the bench shed that spares it.
- DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence.
- PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window).
- docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
2026-10-03 18:48:30 +08:00
sganggs 3b4d44bda8 feedback1 final: merge the 0.1.1 gaps (变形同构体 pairings, 调和 +1 row, bands tied to a switched-off bond, the client-result layer bound) 2026-10-03 18:45:56 +08:00
sganggs f671c15d3f feedback1 integrate: the prep dispatcher takes every equipped item before the first one runs (follow-up to the PR #2 fix)
Step 5 read each holder's items when the walk reached that holder, so an item equipped meanwhile onto a holder not yet
walked ran in the same dispatch and an item moved to a later holder ran twice (latent: no shipped item does either).
Every [holder, item] pair is now taken before the first item runs, as the header and META already said.
2026-10-03 17:47:19 +08:00
sganggs da7960261a feedback1 gaps: the strategy draft marks a band built around a switched-off bond 本局禁用
A band whose bondIds meet the mode's inactive bonds (gameLogic bandOffBonds,
the same field and rule as the bot) gets a 本局禁用 tag on its card and, in
the detail pane, "本局禁用【拉特兰】盟约,此策略效果可能无法发挥" with the bond
struck through. It stays selectable. In 标准 that is 潘格尼尼, 克莱门莎 and
玛恩纳; no band is marked in the other modes. A test pins the client mark to
the server's exclusion in every mode; the headless check covers the draft
at 1920x1080 and 844x390. DESIGN §21.26, META and the CHANGELOG say so.
2026-10-03 15:56:50 +08:00
sganggs 1f29b8a3d0 feedback1 gaps: bands.json bondIds is built once and read by the bot
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.
2026-10-03 15:56:33 +08:00
sganggs 3dcbcd572b feedback1 cell: bots let their placement step judge the operator a 突变细胞 transformation gained
With the bench rule the gained operator starts the next prep on the bench while its carrier's deployment
is free. The buy loop's pre-emptive bench shed sells the weakest bench single by piece value while the
bench is crowded, before the placement step runs: in 20 solo 绝境 matches on 昆图斯 it sold 44 of 222
gained operators that way.

- bot.js: botPrepEndSteps remembers the chess owned when the prep ends (rememberOwned); the shed's
  keepFresh now also spares a piece gained since then (a transformation's operator, battle-result /
  round-start grants), so the lineup step decides about it. No memory yet (a first prep, a seat just
  put under AI 托管) changes nothing.
- botbench, decisions only: 昆图斯 (seeds 201-220) 绝境 7 -> 11 / 20 wins with the fix (8 on the WA
  build), 险境 16 -> 17 / 20 (15); the bots' own strategies unchanged within noise (solo 绝境 8 / 12 both,
  solo 险境 19 / 24 both, co-op 绝境 4 AI 9 -> 8 / 36).
- Test: a real solo 绝境 昆图斯 bot match (seed 9 sold its R7 operator in the R8 prep before the fix):
  no gained operator shed in its first prep, none waiting on the bench beside a free deployment.
- DESIGN §21.1 / §21.6 / §6.6, META and the CHANGELOG line say so.
2026-10-03 15:47:51 +08:00
sganggs cef6b219f9 feedback1 gaps: the client-result layer bound counts the lineup's layer traits
With the bots' new band picks the full-match suite's coop/FUNNY/107
reached a 6-谢拉格 freeze board at R12 whose honest +112 谢拉格 layers passed
the flat 60 + 4*round = 108, so the server rejected the client and
re-simulated (SP_VERIFY=all agrees with the client on all 57 battles).

validateClientResult now adds, per bond, what the player's IN_BATTLE layer
traits can add to it: each trait of its units and each one their ADD_BOND
traits hand out (once per operator), up to the per-battle cap the sim
applies; a trait without a cap, or a 魔王, leaves the bond bounded only by
the room under 999. Other bonds keep the flat bound. DESIGN §14 / §20.12 /
§21.26, META and the CHANGELOG say so; tests pin the R12 board and the
capped, handed-out and 魔王 cases.
2026-10-03 15:25:48 +08:00
sganggs 91c9b21d7f feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.

- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
  removed, copies back to the pool); its equipment, the cell included, returns to the hand first
  (overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
  operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
  The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
  tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
  counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
  gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
  covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
  without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
  AI 托管 redeploying; feedback1-cell checks the new note.
2026-10-03 15:18:42 +08:00
sganggs c783fe424e feedback1 gaps: tests for the pairings, the 调和 row and the band pick
test/ui/feedback1-gaps.test.js: the 14-bond list from the data (checked
against the official talent when the cache is there), 本局禁用 in 标准, the
wearer highlight, the cards, the 调和 row in the own and a teammate's
popup. test/match/feedback1-gaps.test.js: the harmony mark in the states
and views, bandBondIds, botPickBand over seeds 1-200 solo and co-op in
标准 and 绝境, the fallback, the docs. test/ui/feedback1-gaps.e2e.test.js
(SP_E2E=1): the cards and the popup in headless Chrome at 1920x1080,
844x390 and 756x366.
2026-10-03 15:07:30 +08:00
sganggs cb01bb3fcf feedback1 integrate: the prep dispatcher walks a snapshot of equipped items (pointed out in PR #2)
Step 5 iterated holder.items live while handlers move and destroy pieces: normal 博士投影
splices itself out (the next item on that holder was skipped) and 突变细胞 transforms its
holder (the next item ran with a holder that was gone). It now walks a copy and runs an item
only while it is still equipped on its still-owned holder; the rule is in the header and
META.md. Tests use a synthetic spy handler after the 突变细胞 and after 博士投影.
2026-10-03 13:43:56 +08:00