0ca2a9c21a293272ac0b063ed59b284e14d1469c
156
Commits
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0ca2a9c21a |
feedback7 R22-LATE: an open detail card draws its field unit's current attack range — own board pieces in prep, any ally operator / summon in battle or on a scouted board; golden: unchanged
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like behaviour); what remains is the range the unit fights with now. screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy, a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the #385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now: the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay. Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs (PLAYING.md, design/client.md, design/network.md), comments. Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js; test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only). |
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a1bc37ed90 |
feedback7 R22-LATE: while a facing is chosen, Enter follows the focus — ✕ cancels, any other button does nothing, the wheel confirms; golden: unchanged
GitHub #394 / PR #395 by @Xinglan233. The wheel's capture listener committed the previewed direction on Enter whatever had the focus, so Tab to 准备 / 设置 / the exit button / ✕ and Enter deployed (the PR let only a focused ✕ keep its native Enter). Now gameLogic facingEnter decides: Enter on ✕ cancels; on any other control (button, link, form field, ARIA control) it is swallowed — the wheel already holds Space and the shortcuts; elsewhere it commits the previewed direction, and does nothing while none is previewed. The wheel (role="dialog") takes the focus when it opens (tabIndex -1, no focus ring over the screen), so a button focused before the drop cannot swallow the confirming Enter and the first Tab reaches ✕; nothing restores the old focus when it closes (a restored 准备 would take the next key). Docs: PLAYING.md's key paragraph. Tests: test/ui/feedback5-hotkeys.test.js (facingEnter and its wiring, 2 new); test/ui/facing.e2e.test.js (SP_E2E, the PR's drag / Tab flow, 4 cases: run here in headless Chrome, 4/4 pass, 4/4 fail on the parent — Enter on the focused exit button deployed). Golden unchanged (client only). |
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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). |
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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 (
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e183f2fabd |
feedback7: merge fb7-stats — the local statistics page (PR #323 by @2321Robin, reworked): a match counts when it reached its result or the player cleared at least one round before quitting; earlier quits stay in the history marked 中途退出 / 不计入统计 (the owner's rule of 2026-10-08)
- Conflict: docs/PLAYING.md — #321's §12 反馈问题 and the stats §12 both added; the stats section is §13 (README anchor updated). - Golden unchanged; broad node --test 5382 (5381 pass, 0 fail, 1 skipped); lint 0 errors. |
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51e0e60b6e |
feedback7 stats: a match left right away stays in the history but does not count; bounded storage, corrupt-data handling, the page reworked as 干员调配-style tabs, the settlement re-view without the app store (PR #323 by @2321Robin, owner's decision of 2026-10-08); golden: unchanged
Counting rule (ui/stats.js countsTowardStats, the owner's decision of 2026-10-08: do not count the matches entered and left right away, but keep them in the history): a settled match (m.result arrived) always counts; a match given up (放弃模拟) counts once at least one of the player's battles had finished — a round cleared (the server's own rule, platform.js _quit: leaving while round k runs has passed k - 1, in its settlement k) or already eliminated. Anything earlier is history only: marked 中途退出 and 不计入统计, dimmed, listed in 对局记录, left out of every aggregate (games, wins, win rate, strategy table, titles, rounds, time, combat totals); 总览 says how many were left out. - A leaver gets no m.result, so the page records the match itself: quitMatch (放弃模拟) → recordQuit builds an `end: 'quit'` record from the app state and a tracker (observeMatch, installed in main.js) that remembers when the page first saw the match and the last round the player was seen alive in. No record for a spectator seat, a match with its settlement already there, a match the page never saw; matches the server ended and closed tabs are not recorded. Defects of PR #323 as submitted, reproduced (scratchpad/w7-stats-notes/repro-pr-bugs.mjs, loads-check*.mjs) and fixed: - the title screen loaded all 16 game data files (5.3 MB) at boot: <StatsHost/> called useGameData() at mount; now the host renders nothing until opened, the overview reads config / bands / assets and the settlement re-view loads the rest when opened (the title screen loads the same 3 files as before); - importing a file put the list oldest first (the page shows the first 20 as the newest and the cap would drop the newest); the list is newest first everywhere, also when loaded from storage; - recordResult wrote over the envelope of a NEWER build (a downgrade, against the PR's own rule); it refuses now, as saveStats does; - 1000 four-player records are ~7.2 M characters (the PR's ~1.5 kB/record is a solo match) against a ~2.5 M-character quota: MAX_RECORDS 1000 stays, plus a 800 000-character budget (the oldest go first), and only the newest 30 records keep their rows (lineup, bonds, teammates' names; the replay needs them) — older ones are compacted to the player's own summary row (~620 characters), a refused write retries with half the history; unknown fields and oversized values are dropped (a strict schema), import files are bounded (8 MB); - the re-view clobbered the app store (match.public / match.result, the route, the music); ResultScreen is split into ResultScreen (the store) and ResultView (props: result, myId, back label), so the stats page renders a stored match itself; a 自选 pick and a 补位 stand-in were dropped from the stored lineup (the replayed card drew the plain operator); DIFFICULTY_NAMES were not translated; a band cell was a display:flex <td>; the overlay stayed open when a co-op match started; the 清空 two-step blink was replaced by the shared confirm dialog. - Corrupt storage: unreadable data is moved to sp.pref.stats.damaged and the page says so; damaged rows are dropped and counted; duplicates, an oversized or unsorted list are repaired on load; a pre-`end` (PR-era) envelope reads as settled. UI: a full-screen overlay in the grammar of 干员调配 (top bar with 返回 / four tabs 总览 · 策略 · 战斗累计 · 对局记录 / 导出 导入 清空, a note line saying the data stays in this browser and that teammates' names are stored too), text sizes with max(.xxrem, N px) for phones in landscape, a 50-row history page with 显示更多, a pass-rate bar, a per-difficulty table in order; the entries use a new `chart` icon (not the ping bars), the title screen's sits beside the language menu (the connection row has no room: it squeezed the gear and wrapped the status text), the lobby / room buttons show the icon alone below 700 px (the room's title ran under the label at 640 px). docs/PLAYING.md §12, README row; 41 + 25 UI strings in en / ja / ko / zh-TW (the PR's four unused ones removed). Tests: test/ui/stats.test.js 44 / 44 (counting rule per phase, quit records, bounds, corrupt / old / newer storage, import order, aggregation, the replay payload); test/ui/stats.e2e.test.js (opt-in SP_E2E=1, real server, headless Chrome: seeded history on 1920×1080 and 844×390, the re-view, export / import / clear, corrupt and newer storage, and the real flows: a solo match given up in the briefing is history only, one given up after round 1 counts, a settled match is recorded once and not again after a reload) 6 / 6; lint 0 errors, i18n extract 0 / check --all --strict clean, check:imports, typecheck, docs and version tests, golden unchanged. |
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fbcbfdffbc |
feedback7: merge fb7-voices — the 选中干员 line on every tap (prep / shop / hand, official FOCUS_CHAR: priority 10, cooldown 0, no gap restart), the Japanese voice tree (audio.voiceJp, 2674 files, setting 语音语言 中文 / 日本語, CN fallback), the full zip ships both
- Conflict: public/js/ui/settings.js imports (store from #321 + VOICE_LANGS) — both kept. test/ui/playtest6-elite.test.js's source pin of the onDetail line allows the new tap counter ( |
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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. |
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3f8844129b |
feedback7 G-SMALL: settings can copy local diagnostics for a bug report (PR #321 by @Cloudnyco)
Applied 设置 → 问题反馈. The report stays in the browser: the in-memory error log, device info, and the battle on screen only while 「附上本场战斗」 is on. Nothing is uploaded. Redaction no longer treats a long name as a bare substring. Prose replaces each secret only as a whole token, so a name does not cut a longer word or a chess id. The attached JSON replaces a string only when it equals the secret, so chess_char_1013_chen2 and a note like "charge the char" stay, while an exact "char" value becomes the placeholder. The token boundary is a consumed prefix plus a lookahead, because a lookbehind is a SyntaxError in Safari before 16.4. PLAYING section 12 stays; the other section-12 proposal is not in this batch. Tests: node --test test/diag.test.js — 10 pass. node --test test/client-static.test.js — 315 pass. node --test test/match/runner-pending.test.js test/match/watch-bonds.test.js test/ui/playtest6-unite.test.js test/ui/spectate-effects.test.js test/ui/feedback5-hotkeys.test.js test/i18n-server.test.js test/ui/bosshit-ticker.test.js test/ui/playtest3.test.js test/docs-consistency.test.js test/docs-paths.test.js test/version.test.js test/package.test.js — 138 pass. npm run -s lint — 0 errors. npm run -s typecheck and npm run -s check:imports passed. node tools/i18n.mjs check --all --strict — 1041/1041 in en, ja, ko and zh-TW, 0 errors. |
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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. |
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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
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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 | ||
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16df0bf466 |
feedback7 R22-HUD: the card 梓兰's 猎头顾问 freezes shows its frost — every shop card draws its own slot's freeze, not the toggle's (GitHub #354 by @DuolaCCCCat); golden: unchanged
Seen (reproduced on the parent, notes repro-354.mjs): band_orchid's active refresh copies the top-tier operator into another slot and freezes the copy (bands/meta.js band_shop_refresh_copy_max_lv_char, slot.frozen = true) while shop.frozen — the toggle — stays false; m.private sends both (views.js: shop.frozen and slots[i].frozen). The shop bar passed the toggle (`frozen = !!shop.frozen`) to every ChessCard / ItemCard, so no card showed the frost: the server kept the card to the next prep, the player could not see which one. Now: shopBar.js slotFrozen(slot, toggle) = the slot's own flag, or the toggle (a frame without per-slot flags — the dev mock — and the old behaviour for the 冻结 button, which still copies the toggle onto every unsold slot); both card kinds use it. The bar's frame (is-frozen) and the 冻结 / 解冻 button stay on the toggle. The rule is not touched (bands.test.js, and the new test): a second manual refresh re-rolls the frozen card too — like the toggle, "再手动刷新会重抽" — and freezes one of the new pair; with no further refresh the frozen card stays in the next prep (the flags are cleared then, round.js startRound). - Tests: test/ui/feedback7-orchid-freeze.test.js (4: the wire — exactly one frozen card of the pair, toggle off — and the cards drawn from it; the toggle still freezes every slot; the rule unchanged across two refreshes and a round; the ShopBar source pin); fails on the parent (no slotFrozen, the cards passed `frozen`). - Docs: PLAYING.md (冻结 row), design/network.md (m.private slot.frozen). Golden: unchanged (client render only). |
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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> |
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d7c665dbf6 | feedback7 UIBACK: the match's top bar lists the spectator seats — a 观战席 capsule (eye + count) beside the latency opens the roster, the host removes a spectator with its ✕ while the match runs (PR #120 by @salt-fishes, the part the owner accepted: the cap stays 2, no per-room spectator option); the server already took room.removeSpectator at any time — test/match/lobby-integration.test.js now covers the host removing one mid-match (room.closed kicked, the other spectator and the host told, no frame after it, the seat refilled), test/ui/spectator-roster.e2e.test.js the capsule; one new UI string in the four packs; the dev mock seats spectators on ?variant=spectators; golden: unchanged (client only) | ||
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7fb41f4ff6 | feedback7 UIBACK: 准备就绪 folds the shop bar and cancelling the ready unfolds it again (GitHub #138 by blackyang40-cmd; the owner's decision of 2026-10-07 — dragging an operator by its body is not part of it): gameLogic readyShopFold over the confirmed m.private.ready, only a change inside one prep round counts (not a reconnect's first state, the new round's reset, a phase outside the prep); the enemy pen keeps the state it returns to; test/ui/ready-fold.test.js + ready-fold.e2e.test.js; golden: unchanged (client only) | ||
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911e4bff2b | feedback7 UIBACK: a 设置 button left of 玩法说明 in the lobby's and the room's top bar (GitHub #238 by RushFTK) — ui/settings.js SettingsButton opens the same settings modal as the title screen and the match; no background-music option and no board-style option (the owner's decision of 2026-10-07: neither is official); test/ui/settings-entry.e2e.test.js; golden: unchanged (client only) | ||
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ddf8c39ed0 |
feedback7 R22-VOICES: the Japanese voice dub as a second tree beside the Chinese one — audio.voiceJp (the same slots and file names from ArknightsAssets2 voice/: 2674 files, 89.4 MB, for the 191 voiced operators), 设置 → 语音语言 中文 / 日本語 (default 中文, not tied to the interface language), a JP line the manifest or the host lacks plays the Chinese one; the full zip ships both dubs (one switch, tools/package.mjs FULL_ZIP_JP_VOICE), the lite zip stays art-free (the owner's request of 2026-10-08 「全套的日配语音」); golden: unchanged
- tools/assets/plan.mjs: one voiceTree() per dub — audio.voice (--voice-lang, cn by default) and audio.voiceJp (VOICE_JP_LANG, always the JP dub, audio/voice/jp/<charId>/cn_nnn.mp3); fetch-assets plans and downloads both (stats.voiceJpChars), so setup (checkAssets walks every listed URL) fetches both too. - data/assets.json regenerated with the project's tool (node tools/fetch-assets.mjs --add-only, raw.githubusercontent.com, 107 s): the only change is audio.voiceJp + stats (+2674 files, +89,388,041 bytes, voiceJpChars 191) + hash — the rest is byte-identical; the JP tree is the Chinese one with the folder swapped (191 × 14 files, every file a valid MP3). The audio files are not committed (public/assets/ is git-ignored). - public/js/audio.js voiceLine(): 'jp' draws from voiceJp and falls back to the Chinese line per slot (a JP entry the manifest lacks) and per line at play time (the Chinese file of the same name when the host lacks the JP one — same token, same gate); operators without voice (stand-ins, 盟约·辅助干员, summons) stay silent. setVoiceLang(). - settings: voiceLang 'cn' | 'jp' (VOICE_LANGS, sanitizeSettings), the 语音语言 row under 干员语音 (each dub named in its own language, like the language switch), 语音语言 in the en / ja / ko / zh-TW packs. - tools/package.mjs FULL_ZIP_JP_VOICE (true): false holds the JP files out of the full zip (and its update zip) — not missing, not orphans, never in an update's `removed`; setup then downloads them. - Sizes measured: art download 548 MiB (was 463), full zip ≈ 505 MB (0.2.1: 428 MiB + 76 MiB of zipped JP voice), unzipped 711 MB (package --dry-run); lite zip unchanged. README, DEPLOY, ASSETS, setup's fallback size updated; PLAYING voice paragraph; §21.30 "Changed in 0.2.2" note. Tests: test/feedback7-voices.test.js (new: plan, manifest, settings, package switch), test/ui/audio.test.js (voiceLine, the manager's dub choice and fallback), test/ui/gameLogic.test.js, test/docs-consistency.test.js — all fail on the parent. |
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df540b6210 | feedback7 UIBACK: a stage device explains itself on a tap — 阻隔工事 / “双眼皮” / 射击台 / 源石流发生装置 get the terrain tip's card (GitHub #228, idea and first version in PR #229 by @rickylxw, ported onto the 0.2.1 modules with t() and the four packs): numbers from the stage's own device entry, the 「场地装置」 chip, the turret's stat grid, the tile fact; in a battle the crate and the turret are found by their device UNIT (the PR matched the stage pos: a turret outside the rect stands elsewhere, the units are not in the field meta of a battle shown from its start, a destroyed crate left the snapshots and still answered), the card carries the live HP and closes with the device; the dev mock boards ?stage= and streams crate units on ?variant=devices; golden: unchanged (client only) | ||
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cb8865d9d8 |
feedback7 R22-VOICES: a tap on an operator says its 选中干员 line in every phase — the prep, the shop and the hand too, not only while a battle runs (the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」, lifting 2026-10-03's 「整备阶段不需要干员语音」 for this line only; [ASSUMED] the official prep tap = the battle's FOCUS_CHAR); golden: unchanged
screens/game.js passes the detail panel voice=${true} instead of its combat flag, so the panel's existing
audio.voice(charId, 'select') runs on every opened operator: a piece on the field or in the hand, a shop /
reward card, a bond member. The gate follows the official FOCUS_CHAR row (audio_data.json battleVoice:
priority 10, cooldown 0, overlapIfSamePriority true): VOICE_TAP_SLOTS — on an idle channel a tap always
plays (no 1.2 s global gap; VOICE_COOLDOWN_MS.select 1500 → 0), a newer tap replaces the 选中 line on air,
and a higher-priority line (部署 20, 作战中 70, 开战 100 …) is never interrupted. Deploy / skill / engage /
result lines stay battle-only; stand-ins, 盟约·辅助干员 and summons stay silent (no voice entry).
Tests: test/ui/audio.test.js (new: the gate and two taps through the manager; fails on the parent),
test/docs-consistency.test.js pins updated. Docs: §21.30 "Changed in 0.2.2" note, PLAYING.md voice paragraph.
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b05845f507 |
feedback6: merge R21P — every operator at full potential (潜能 6; GitHub #252, PR #255 by @SpiritedAwayCN, the owner's decision of 2026-10-07)
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF, MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps. data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s. - No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18, diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87 units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back (archetypes.js times as at the merge base) both equal the branch exactly. - Tests: broad node --test 5147 / 5147; lint 0 errors. |
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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) | ||
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3c36cdff48 | feedback6: merge R21D — with both slots full, every consumable (博士投影, 盟约之币 …) opens the replace dialog and destroys only the picked item once its effect succeeds (PRTS 卫戍协议/帮助 「达到上限强行佩戴会改为替换装备…并销毁被指定的装备」; GitHub #263, PR #264 by @SpiritedAwayCN, ported); golden as R21D's commit (10 matches: bots using a consumable on a full operator), the merged tree differs from the branch only in R21B's 联防 scenarios | ||
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8cef750e14 |
feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub #263, PR #264); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」, no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items. - server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through — the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite: nothing destroyed) - client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included, except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed - bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264) - docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04 golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌), solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌), coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌), coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won, 14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves no scenario by itself; roster / bonds / fields / standins / diy unchanged |
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75202776cc |
feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
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11fd65a5a5 | feedback5: merge R19E — every enemy finishes its attack clip after a strike before it moves on (PRTS 状态机: ATTACK → MOVE after the attack ends; the 鸭爵 swap's 流泪小子 no longer walks off on its strike tick, community report and GitHub #214), and the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of 0 s (the owner's decision of 2026-10-07, a deliberate deviation for that copy only); golden as R19E's commits (216 scenarios + solo-HARD-2), the merged tree differs from the branch only in R19G's three 蕾缪安 scenarios | ||
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dd66adfbd1 |
feedback5 R19E: the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of the official 0 s — a deliberate deviation, the owner's decision of 2026-10-07 (「要不等待个1秒这样再重新隐匿」); a separate commit the integrator can drop; golden: 1 scenario moves (matches solo-HARD-2)
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends — in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子 「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking. Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8, 31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 / B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its 2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16; the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that keeps blocking it (pins that operator for good). Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of a defeat); the other 282 scenarios unchanged. Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass. Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6, docs/PLAYING.md, docs/SIM.md, design/engine.md. |
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522f6287bb | feedback5 R19F: community report 「小拉和赫默有概率在备战区叠不上叙拉古和远见」 checked, not a bug — 拉普兰德 stacks 叙拉古 from the 整备区 whenever 叙拉古 is active (it counts deployed 叙拉古 only, her bench copy is not one of the three) at her first manual refresh of the round; 赫默's trait has no 「此干员在整备区时也有效」 and the official data marks it deployed-only (conditionkey character_target_inboard); the 临时整备区 is not the 整备区. No code change: pinned by test/match/feedback5-bench-traits.test.js (the official data rule and the report's cases through the match paths), PLAYING.md §6 says where a 特质 works, CHANGELOG 核实后不是问题, DESIGN §25.22.7; golden unchanged | ||
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8b780c1b5b | feedback5: merge R19A — GitHub #232: a stunned or frozen enemy is blocked by contact where it stands (an operator redeployed beside a frozen 隐匿 enemy blocks it and reveals it; 沉睡 / 浮空 / 恐惧 / 不可阻挡 still refuse); golden as R19A's commit (52 scenarios: roster 15, bonds 5, fields 7, matches 9, diy 16 — each first diverges where a held enemy is blocked by a touching blocker with a free slot), the merged tree's golden equals the branch's | ||
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9123e76509 |
feedback5 R19A: a stunned or frozen enemy is blocked by contact where it stands — an operator redeployed beside a frozen 隐匿 enemy blocks it and so reveals it (GitHub #232, @ccyl; the repro and the cause by @kukiC); golden: 52 scenarios move
ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空 set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 / 不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the 3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn() 重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1). Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017, -018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high, bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo, hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2, solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004, -026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged. Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze), docs/design/engine.md, docs/PLAYING.md. |
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f661a47773 | feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub #235; PR #112 by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged | ||
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2e83a6b977 |
feedback5: Japanese, Korean and Traditional Chinese ship — the official game texts of the JP / KR / TW clients (data/i18n/ja.json 96.5 %, ko.json 97.4 %, zh-TW.json 91.1 % of 22 114 texts, built with build-i18n --lang from ArknightsAssets/ArknightsGamedata) and minimal UI packs public/i18n/ja.json, ko.json, zh-TW.json (a _meta manifest, no UI strings yet): ja / ko fall back to the English UI, zh-TW to the Simplified Chinese UI (no fallback; numbers in 萬 / 億); the owner's decision of 2026-10-07; UI translations welcome from the community; golden: unchanged (client text only)
- The packs: _meta = type lang, the code, its own and English name (日本語 / Japanese, 한국어 / Korean, 繁體中文 / Traditional Chinese), version 0.2.0, app >=0.2.0, authors, credits (the official client data, © Hypergryph (/ Yostar for JP and KR), via ArknightsAssets/ArknightsGamedata), fallback ["en"] for ja / ko and [] for zh-TW; formatted as `node tools/i18n.mjs template` writes them, so a translator runs it on the shipped file and keeps the manifest. - Built offline from the tables W5AD downloaded and checked today (jp / kr 51.10.0, tw 51.2.0; copied into .cache/gamedata-<code>): coverage as W5AD measured; `build-i18n --lang <code> --check` up to date for en, ja, ko, zh-TW. `node tools/i18n.mjs check --all --strict`: 0 errors (en complete; ja / ko / zh-TW 0 of 1022 msgids, fallback). `node tools/packs.mjs list` lists the four packs with their game texts; `tools/package.mjs --dry-run --list` ships data/i18n and public/i18n of all four and the generated packs/index.json. - With five languages the menu is a list (ui/lang.js SEGMENTED_MAX 4, W5AD's rule): test/ui/i18n.e2e.test.js reads and picks either form, expects the shipped languages, and checks each new pack in the browser (its official game text, the fallback UI, <html lang>) — SP_E2E=1: 3 / 3; the title page of the five devices (devices.e2e "title page") still fits: 5 / 5. - Docs: docs/I18N.md (intro, §2, §5 "Shipped packs" with the call for UI translations), docs/PLAYING.md (语言), DESIGN §25.20 and the §25 intro's decisions of 2026-10-07. Gate: non-browser suites 5024 / 5024 (test/i18n*, test/package, client-static 358 / 358), npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok. |
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9738bb829a |
feedback5: 乌尔比安 knocked out while his S3 has moved him lies and redeploys on his deployment tile, not on the anchor tile — the owner's decision of 2026-10-07 on community report 28 「乌尔比安3技能期间死亡会留在3技能位移后的位置复活,应回到初始部署位复活」, a deliberate deviation from PRTS's "where it fell" for this 【移动】 only; golden: unchanged (the corpus moves him 23 times and knocks him out 6 times, never while moved)
- server/sim/units.js `downAtHome` (false), cleared by every deployment (battle/deploy.js _deploy). - kits/ops/chess_char_5_05-ulpia.js sets it once the S3 【移动】 has put him on the anchor tile; onEnd clears it when the skill ends with him standing (the 【返回】); knocked out, it stays for the body. - sim/battle/tiles.js _layBody: a unit holding it lies on its home tile (his board placement, where the 从不混淆的方向 stood) when that tile is in the rect and free — else where it fell [ASSUMED], the PRTS exception's one attempt; the timed redeploy, 不屈's and CB1's 复活 (M3茧甲 / 埃芒加德: at once, free) all come back there (restTile), b.snap `down` names it. Every other moved operator (a 突袭 jump, other kits' 【移动】) keeps "where it fell". - Test: test/sim/feedback5-ulpia-revive-home.test.js (3) — knocked out during S3 he lies at home, the anchor tile free, and redeploys there; revived at home by M3茧甲; control: after the 【返回】 and for a 突袭 member the PRTS rule holds. The first two fail on the parent (he lay and stood up on (10,7)); the third fails there only on the missing field. - Docs: DESIGN §25.17.3 (the decision, marked as the owner's deviation; the §25 intro's decisions of 2026-10-07), docs/SIM.md §1, DESIGN §5 (design/engine.md DP / knocked-out line), docs/PLAYING.md 作战 row. Gate: non-browser suites 5024 / 5024, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok. |
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9ca52ba798 |
feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand: - server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js: the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their header, bonds_core's comment, DESIGN §25.17.5 say so. - docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a deploy-timed skill starts anew (§25.17.5). - data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1). - docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins). Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented). roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the 萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged roster-014 equals CB1's digest exactly (checked). Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok. |
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6ed3aed335 |
feedback5: merge CB4 — community reports (enemies / bosses): a 突袭 member lands only on its own player's board (never a boss field's hand / 临时整备区 rows nor the other half of a 联防 or boss field), a silenced 萨卡兹枯朽战士 leaves no 污染秽蚀, 萨卡兹穿刺手's acceleration ends with a stun or 束缚 and its first hit after a block adds move speed × 600 as its own instance, 自制投石机 ignores its block when it picks a target (no attack on the 排气格栅's hidden blocker), the briefing types' 7–9 waves, 新硎's 断刃, a freed prisoner in 联防, 鸭爵's 0–2 swaps and the moving leaders' routes pinned, four reports not reproduced; §25.18; golden: vs feedback5 CB4's own rules — roster-016, boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair, standin-04/06/08, diy-028, diy-124, matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop2-HARD-4, coop4-ABYSS-7, coop2-NORMAL-8-serverrun; vs CB4 exactly what feedback5 changed since its base (CB2's roster 13 / bonds 7 / fields 6, CB5's 18 bot matches)
Merge fix: test/sim/facing-invariance.test.js — the 突袭 rotation check put its enemy on the board's top row (9, 9), so the facing-RIGHT landing tile it expected, (8, 8), lies above the player's board, where CB4's onOwnBoard rule (the official 再部署 goes where the player deploys; community reports 40 / 16.3) now refuses it; the member landed on (10, 8). The enemy stands at (10, 6), inside rows 9–12 / cols 2–10, so all four diagonal tiles are candidates in every direction and the test checks the facing tie-break as before. It failed on fb5-cb4 itself (the stream did not run the file). The §25 intro's stream lines joined into one sentence again. Golden moves outside CB4's commit list are its rules on feedback5's paths (instrumented): solo-HARD-1 and solo-ABYSS-1 now have silenced 枯朽战士 deaths (8 / 15) and 突袭 candidates the own-board filter refuses; coop2-ABYSS-10-boosted, coop2-NORMAL-3 and coop2-NORMAL-14-standins (in CB4's list) have no silenced 枯朽战士 death on this path, and their digests are identical with the own-board filter switched off (the refused tiles were never the chosen ones). Gate: non-browser suites 4968 / 4968, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok, docs-consistency + docs-paths 31 / 31. |
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47079456be |
feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches
Merge fixes (the three tests the trial merge failed): - test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet" after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 |
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37558f0d5e | feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged | ||
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ef10164773 |
feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)
The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.
Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
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17c96843ee |
feedback5 CB2: the countdown summons (医疗探机, 诅咒娃娃, 海嗣; 自选 工程蓄水炮, 沙地兽, 打字机, 本能的召唤) take no damage — 活性源石 included —, are never healed, and their bar shows the life left (community report of 2026-10-06 「赫默的无人机、浊心斯卡蒂的海嗣等这种召唤物不会受到外来伤害…血量随时间减少」)
Official: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」, the token prefabs of 海嗣 and 沙地兽 carry abnormal flags 5 + 7 (无敌, 禁疗), 工程蓄水炮 7 (禁疗); the report describes the official mode for the drone too — [ASSUMED] 无敌 + 禁疗 for the summons the base prefabs give no flag (医疗探机, 诅咒娃娃, 打字机, 本能的召唤), and the bar as a timer. Cause: content/tokens.js / the kits only made them untargetable: a 海嗣 on 活性源石 lost 70 of its 100 HP every second, a hurt drone drew every medic's heals, and the bar was plain HP. Now: COUNTDOWN_SUMMONS / startCountdown (called where each lifetime is scheduled: tokens.js scheduleLifetime, 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神 kits) give 无敌 + 禁疗 and Unit.countdown; snapshot.js sends hp = maxHp × the share of the life left (the sim HP stays full, so no selector sees a low-HP summon). Attacked summons (沙之碑, 狼群 …) are unchanged. The 吟游者 trait therefore cannot refill such a bar (item 32). Golden: snapshot hashes only (the bar) — roster-003, -016, -018, -035, -045, -046, bond-visiShip-low / -high, boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too — roster-005 (medics no longer heal the drone), roster-037 and hidden-boss_9-pair (a 海嗣 / drone under enemy and leader damage stays up: fights change). Tests: test/sim/feedback5-countdown-summons.test.js (7; fails on the parent: no COUNTDOWN_SUMMONS — and there the 海嗣 lost 70 HP to an 活性源石 tick). Docs: SIM.md token pieces, PLAYING.md 作战中. |
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e8d2b45ad4 |
feedback5 CB5: an eliminated player (and a spectator seat) follows a player through every phase reset — the one it last watched, else the first player still in — instead of being sent back to its own empty board each round (community report of 2026-10-06, item 56; the idea of PR #189)
Official: research 09 §3.1 — after elimination the client keeps observing (self_dead_dialog KEEP_WATCH,
DeadAutoObDn { obIndex, state, preparation }, FindFirstAvailObTarget). Until 0.2.0 every phase reset cleared
an eliminated player's watch: in 回合开始 / 机变 / 休整期 it saw its own empty board, in battle the first field.
Server (server/match/match/watch.js): Match.watchPref (viewer → the player of its last manual g.watch: a prep
scout, a single-player field, or the new optional g.watch playerId on a shared 联防 / boss pair field — PR
#189's review point); _watchTargetOf = that player while still in, else the first player still in (seat
order, AI seats included); startRound scouts its board (_followScout, kept through 机变 and 休整期), both
combat modes and the boss fields start on its field, a resync / a spectator joining in prep gets the board,
a followed player who quits hands over at once. Client: the screen adopts the pushed board like a 前往查看 tap
(battle/observe.js followedScout; the stale-field fix of PR #189), keeps it through the prep phases (no camera
flight home and back), a spectator no longer asks for the first player itself; g.watch sends the tapped row.
Overlap with PR #189 (not merged): the same preference chain; differences — the fallback includes AI seats
(a lone human with AI teammates had nobody to follow), shared fields record the tapped playerId.
Golden unchanged. Tests: test/match/feedback5-watch-follow.test.js (new, 9), spectator.test.js updated (the
spectator follows the player it scouted). Docs: design/network.md, PLAYING.md.
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ebbbfe70ef |
feedback5 CB1: the result card no longer prints the hidden layers of 调和 / 协防干员 / 独行 / 绝技 — they stack, the game never shows them (community report 「独行这种盟约是不能叠层的(顺便排查下还有没有类似的)」, item 21)
Not a rule change: PRTS 卫戍协议:盟约 下半/PRTS盟约记录, its header, 「下述盟约中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」 — the four bonds.json `noStack` bonds take layers from 助力 / 余 / 华法琳 / traits like every other, and their effects do not read them (research 02 §2.2, 0.1.4 PR #66, GitHub #139's answer). PR #66 hid the count on the bond strip and popup; the result card (screens/result.js) still showed 「独行 24」 and ranked its six bonds by it. resultBonds: a noStack bond carries no number and no rank by its hidden count. No sim change; golden unchanged. Test: test/ui/feedback5-result-bonds.test.js. Docs: PLAYING.md (层数), research 02 §2.2. |
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a3a0ddd2be |
feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的 再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again: 砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK, 克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12, ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies (full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs: SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲). Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events, redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair / boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1. |
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f1df0d359d |
feedback5 WAC: docs for the rebindable shortcuts — PLAYING §11 (the shortcut list and how to change it), README 操作 (Q / X added, the settings named), DESIGN §10 (design/client.md), §25.15, I18N's stale hotkey-line example
Golden unchanged (docs only). |
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686f7ecf37 |
feedback5 CB4: three community reports already answered, pinned — the briefing types fill 7-9 of the 13 normal waves, at most 3 each (item 6, the official schedule; now stated in docs/PLAYING.md); 新硎's 4 断刃 since GitHub #107 (item 53); a freed prisoner re-enters 联防 confined (item 57)
No product change. Item 6: 400 seeds per mode, 险境/绝境/终极 7 in 141, 8 in 192, 9 in 67, per type 1-3 (R14/R15 take slots of the 15). Item 53: v0.1.4 stacked a layer per attack (2430 -> 5670), this tree spends one blade per attack and ends the bonus with the 4th (client template enemy_dead_spawn[sfji]). Item 57: a leak re-enters as a new spawn (key, mods, LP, bounty only), confined. Golden unchanged. Tests: test/sim/feedback5-cb4-pins.test.js (2). Docs: DESIGN §25.18.3-§25.18.5, docs/PLAYING.md. |
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464a823bc5 |
feedback5 CB5: a 调度中心 upgrade opens the new level's extra slot at once with a new card, the cards shown stay in place (community report of 2026-10-06, item 19; the official tutorial's 休整期 page: 「升级后将出现更多的商品栏位」)
Until 0.2.0 the shop kept its old slot count until the next roll (a refresh or the round start), so a level-up 1→2 (险境: 3→4 operator slots) or 3→4 (4→5; 标准: 5→6) showed no new card. PlayerState._openLevelSlots (player/economy.js): the extra slots of the new level are appended to the chess slots (the item slot stays after them), each drawn at the new level; [ASSUMED] the new card follows the freeze toggle as a manual refresh's cards do. audit.js checks the slot count and that every card shown before stays in place. Docs: META.md §3 / §7, PLAYING.md. Golden: matches — all 18 scenarios moved (solo-FUNNY-1/2, solo-NORMAL-1/2, solo-HARD-1/2, solo-ABYSS-1/2, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, solo-HARD-9-boosted, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins, coop2-NORMAL-70-diy): every bot levels its shop and now sees (and draws the shop RNG for) the new card at once, so purchases and boards part from there. roster / bonds / fields / standins / diy unchanged; no engine error stored. Tests: test/match/feedback5-shop-levelslots.test.js (new). |
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714af994fc | feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves | ||
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59b3c49b2b |
feedback5 WAA: a bounty enemy that dies with no operator behind it — 无来源 damage, its own HP loss, another enemy — pays in 联防 too: the helper whose half it fell on (community report of 2026-10-06 「被源石地板烫死的悬赏没给赏金」)
- Reproduced (scratchpad scripts): on its own field a bounty enemy the 活性源石 alone burns to death pays its owner — on this tree and on v0.1.4 (all 96 walking kill-bounty enemies, 战场#04, no operator: 0 unpaid). The loss is in 联防: a leaked bounty enemy re-enters with `bounty.ownerPlayerId` = the leaker (unite.js planUnite), who has no per-player entry in that battle. A death without an operator killer fell back to that owner, and Battle.addCoins dropped the coins. Until 0.1.3 the 联防 field was the round's map, so 战场#04's 活性源石 burned leaked bounty enemies for nothing — the report; since then the 联防 maps have no terrain, but a 无来源 tick, the enemy's own drain or another enemy's hit still paid nobody. - Official: PRTS 卫戍协议:盟约 决策 "该敌人于对应玩家所属区域倒下时,使相应玩家获得额外资金"; the bounty pays whenever the body dies (the owner's decision, relayed 2026-10-06; 0.1.1 "paid once, at the final death"). No PRTS exception for 环境伤害. - Now: Battle._bountyPayee (battle/economy.js): an operator or summon of a player in the battle that dealt the blow pays its player (as before, 联防 helpers included); any other death pays the card's owner when that player fights there (own field, Final Assault / Hidden Core — unchanged), else the player whose half of the field the enemy fell on (Battle._ownerForTile) [ASSUMED for 联防: no source names the payee of a death nobody caused there]. - Docs: SIM.md §1.2, META.md SETTLE, PLAYING.md (联防 rules), unite.js header. - Tests: test/sim/feedback5-bounty-payee.test.js — the 联防 case (one helper; two helpers by half; killed by nobody, 无来源 terrain damage, another enemy, its own HP loss) fails on the parent; pinned: the own-field 活性源石 death, a helper's operator on the other half, a pair boss field. Golden unchanged. |
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4e58481706 |
feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken): - server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its optional aliveScaling). - tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global and the 9 mode entries) changed. - The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's 传递 and every hit stay under the limit. Golden (regenerated; why: the pool size): - fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo, boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the 200 s cap instead of clearing; the two 联防 scenarios are unchanged. - matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged: coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that end before R14; roster / bonds / standins / diy unchanged. Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo; R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales); test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency (the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10 records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table. |
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661f1c074e |
feedback5 WY: a newly merged elite 拉普兰德 is a new 拉普兰德 — its first manual refresh this round adds +8 even when its copies already fired (GitHub #169; the owner's decision of 2026-10-06)
garrison_123 「<刷新时>若为本回合首次主动刷新…此干员在整备区时也有效」 counts per piece (§21.1). No source says whether a merge resets the count; since 0.1.1 _mergeChess carried the copies' highest per-piece round count onto the elite ([ASSUMED], conservative), so two white copies that had fired this round made an elite that did not fire again. The owner decided on 2026-10-06 that a newly merged elite counts as a new 拉普兰德. server/match/player/acquire.js _mergeChess no longer carries the per-piece round counters (拉普兰德's refresh count, garrison:SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT:refreshes, is the only one): the elite starts at 0 like any new piece; an in-place promotion keeps its count. test/match/feedback1-meta.test.js: the test that locked the old inherit is updated on purpose (the elite adds +8 on its next refresh, once), and the case "two white copies refreshed this round, merge, refresh → +8" is new; both fail without the change. Docs: META (counter API, edge cases), PLAYING, the comments (PlayerState, pieces, effectsMeta, garrisons/meta), DESIGN §25.13.3 and the §25.10 table. Golden unchanged (no corpus match merges 拉普兰德 after a refresh in the same round). |
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0f9009954d |
feedback5 WW: DESIGN §25 catch-up with what merged after e2bb090 — §25.2 i18n phase 2 (W5S: 1 056 literals wrapped, extract 0, server data texts localized, what stays Chinese), §25.9.1 the sleep-unblock port (W5R: feedback5's golden list, 酒神's 迷狂牢笼 skips sleepers; §24.9's heading names the 0.2.0 files), §25.9.2 the board-tap / long-wait port (W4C, PR #149), §25.11 the owner's items of 2026-10-06 and the items the sources settled (W5V: 望's stock, triggers through summon areas, 突袭 prefers blocking tiles, 泥岩 闭锁, 忍冬 / 深靛 / 阿), §25.12 packaging (W5U: package / package:lite, sizes, 焰狐龙梓兰's art dropped, dec-X / WAH-Y) and the 自选 voices (6499f4b), the summons with no Spine model as open polish; §25.10 records the owner's answers (damage-frame swing kept, 望's stock, summon areas, the #148 landing) and drops them from the open list; the intro, §25.1 / §25.4 / §25.5 / §25.7.2 / §25.8.5 / §25.8.8 and §24.2 point to the new items; PLAYING.md: only player names, the reworded multi-round 悬赏 text and texts the EN client lacks stay Chinese; DATA.md: ownedPool has 71 charIds, §18 cites DESIGN §25.3; README lists docs/I18N.md; garrisons/meta.js cites DESIGN §3 (there is no §3.1); golden unchanged
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