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596
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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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f5595a7a31 |
feedback7: merge fb7-owner-sim — community reports via the owner: 白铁's 铁钳号 opens only the skills that act on it (圣约送葬人 spends and stacks), 伊内丝 S3 after a 突袭 jump, 引星棘刺 alchemy units as HP regen (不屈者 / 禁疗), 不可对空 effects spare flying allies (炎佑), 望's 跟子 at battle start, 香槟炸弹 unhealable / no HP loss (owner decision) and not set off by unrevealed 隐匿 or sleeping enemies
- Grok review: MERGE AFTER FIXES — the HIGH finding (skills opened on the device but spending nothing) fixed on the branch
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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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db29acf907 |
feedback7 R22-GHSIM: #298 rework — the one-interval gap of an instant skill with no attack of its own sits on the skill (nextCastAt), not on the operator's attack cooldown: its casts no longer replace the attacks / heals that were due; golden: back to 2 moves against the code before #298 (roster-033, roster-034)
Review of fb7-gh-sim (MERGE AFTER FIXES, high): |
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519f04e2d5 |
feedback7 R22-LOADOUT: 干员调配's detail starts with the operator's 特质 (the in-match card's block), and the compact skill tags of the quick choices; golden: unchanged
Substantially PR #301 by @farridge (its non-layout part, ported; the owner's decision of 2026-10-08: 「可以做,具体布局 怎么优化你来决定」 — the card layout is redesigned in the next commit): - ui/detailPanel.js exports GarrisonBlock; screens/loadout.js LoadoutGarrisons renders the 特质 of the form the detail's 普通 / 精锐 skill toggle shows (garrisons.json `descRaw` with its trigger markers, 「<进入休整期时>」 …) at the top of the detail; garrisons.json loads with the overlay; its reading sizes in loadout.css. - ui/loadoutModel.js quickSkillTags: SP recovery (攻回 / 受回 / 自回 / 被动, 部署触发 for a deploy-and-expire passive) and duration (s, 弹药, 常驻, ∞, 瞬发) from the generated SkillRecord, never from a localized description. - i18n: the six new strings in the four packs (en from the PR; ja / ko / zh-TW added). - Tests: test/ui/loadout-quick.test.js (from the PR, 4): quick tags of 空弦 / deployment skills / ammo / infinite, the 特质 blocks of 空弦 / 星熊 / 缄默德克萨斯 both forms; loadout-stats.test.js reads the new import. |
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1205336a27 |
feedback7 R22-FIELDS: an enemy whose route ends on a corner portal stays hidden 3 s inside it before it comes out of [5,10], like the explicit crossings of the same tiles (review of the #337 commit); golden: 7 fields, 4 matches — solo-NORMAL-1's Hidden Core still fails
The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the SIM.md sentence and the portalPickup comment. Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing, entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9. Golden (against the 0 s version; the rounds of every match unchanged): - matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0, 14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with 0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs). - matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP 361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473. - fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair (killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482), boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12), hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760). - unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy families. |
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e63214571d |
feedback7 dober: the bots plan a zero-range heavy guard (range 0-1: only its own tile) on a free enemy-road tile first (PR #339 by @IceCodeNew, that part only); golden: 9 of 18 matches move, no result flips
Seen: 蛇屠箱 and the seven other operators with the range 0-1 (角峰, 古米, 泡泡, 折桠, 菲莱, 塞雷娅, 余 — 16 chess records, all melee blockers with block 3, the elite 角峰 4) block and hit only on the tile they stand on. The layout planner maximizes an exposure model whose kill estimate saturates in a full layout; the tile then falls to a 1e-6 rng tie-break, so a guard stood off the road, where it neither blocks nor hits (reproduced: planLayout with six of them on act2autochess_m04, seed 11 — 蛇屠箱 off the road; over 40 seeds of the eight stages 16 of 320 guards stood off the road: 11 because the eight guards outnumber the 7 free road tiles of act1autochess_m03 / act2autochess_m02, 5 avoidably — after the change only the 11 are left). Official: excel range_table "0-1" is the single grid (0,0). Now: planLayoutSteps keeps the best road tile (model.ground) for a blocker whose deployed range grid (rangeRec: its loadout's) is exactly one (0,0) grid, and takes it before the overall best; with no free road tile the best legal tile as before (a high-ground 「可以放置于远程位」 blocker keeps its own preference first). Not taken from the PR: the scarce-card penalty of buyScore, the item scoring (人事部文档 "only with nine 炎" contradicts the official 部署上限变为 9), the 神秘 morph fit and the draft yield — AI heuristics with no official text, and the golden swing they caused (a solo match that cleared the Hidden Core no longer did) came from them, not from the placement. Golden (matches only; every other family unchanged, --twice identical): solo-FUNNY-1 (from R7: boss pool left 74740 -> 71550, still a loss in R8), solo-NORMAL-1 (from R4: same win, Hidden Core cleared, team LP 26), solo-HARD-1 (from R4: boss pool left 3046117 -> 2940542), solo-ABYSS-1 (from R4: 2303334 -> 2281356, still a loss in R13), coop2-NORMAL-3 (from R4), coop2-HARD-4 (from R4), coop4-FUNNY-6 (from R3: virtualMs 128500 -> 127000), coop2-NORMAL-8-serverrun (from R3), coop2-NORMAL-70-diy (from R6): rows, stats, lineups and rng draws differ, wins, losses and rounds passed do not. botbench A/B on 12 seeds each (solo HARD / ABYSS, coop4 NORMAL / HARD): wins 1 / 0 / 11 / 3 both before and after, rounds passed 13.00 / 11.92 / 14.00 / 13.00 -> 12.92 / 11.92 / 14.00 / 13.17, LP left 18.7 / 6.5 / 80.1 / 27.9 -> 18.8 / 7.4 / 83.7 / 28.0. Tests: bot.test.js — the PR's saturated-layout case (蛇屠箱 blocks and hits only on a road tile, a real battle on both tiles; the road full: a legal fallback) and every stage over 40 seeds (the eight guards fill min(8, free road tiles) road tiles); both fail on the parent. |
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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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69d791f9c6 |
feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged
Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing, 引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with only the device in range; of the 351 skills the device opened, 67 never touched it. - skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec `allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills). - Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas. - Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3 and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused). - 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device). Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md. Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent). |
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96d9441ff1 |
feedback7 R22-LOADOUT: the server takes each player's 潜能 / 练度 per operator and every owned operator fights at them (default 潜能 6, 精英2 Lv.60); golden: roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 134/138 moved (+10 % 练度), standins unchanged
The owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」. Official: the account's potential (调度手册);
the 自持有 bonus to owned operators of the same name, initial and elite alike (activity_table cultivateEffectList).
- shared/protocol.js: room.loadout { entries, ops? } — `ops` = { [charId]: { potential?: 1–6, cultivate?: 0–3 } }
(isLoadoutOps, ≤ 256), checkLoadoutOps (strict like checkLoadout: an operator of the 干员调配 roster or the 自选 owned
pool — cultivationCharIds; defaults dropped, entries stored complete); absent = none set.
- server/lobby.js / net.js: checked with the entries (either refused ⇒ nothing stored), session.ops / seat.ops /
seats[].ops, match.setLoadout(playerId, loadout, ops) in INFO_CHECK only.
- PlayerState: ops re-checked and frozen (bots none); cultivationFor (shared/potential.js cultivationOf: null for a
补位 stand-in or a prototype 自选 pick); loadoutFor carries potential / cultivate; battleInput states `potential` /
`cultivate` for every owned operator (the chess as itself, an owned 自选 pick) — an old seat without ops and every bot
at 6 / 3; the 自选 summons' hand count follows the owner's potential (望's 棋子 6 below 潜能3); m.private.ops; the
scouting UnitInfo carries potential (below 6) / cultivate.
- tools/golden.mjs: the direct-spec scenarios field the default player (owned operators at 潜能 6 / 练度 3; stand-ins
and prototype picks neither), as PlayerState does.
- Golden: every battle with an owned operator moves — ATK / DEF / max HP ×1.1 from the first second (roster-001:
角峰 ends at 3527 HP instead of 3115; the first differing snapshot window is 0–10 s in every moved battle); the
matches part at round 1–8 (battle results, then the bots' boards). Unchanged: the 10 stand-in battles (a stand-in has
no 练度) and diy-135…138 (the four prototype 自选 battles). No engine error.
- Docs: design/match.md §16 (潜能 / 练度), design/network.md (room.loadout ops).
- Tests: test/match/potential.test.js (new, 4): the ops wire / data check, battle input of a human (settings, defaults,
stand-in none, elite shares the charId), an old seat and a bot at the defaults, spec → battle, scouting units; 自选
owned pick vs prototype and 望's hand count; Match.setLoadout in INFO_CHECK only, a refusal changes nothing.
test/lobby-loadout.test.js (+2): strict validation, storage beside the loadout, an older client's message, the real
match's briefing (m.private.ops) and lock. test/match/runner.test.js / diy-shop.test.js expect the new fields.
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cf98f4c3f8 |
feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (
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56a7b918a9 |
feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move
Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md §2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules. Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 / 险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer goes with it; invariants.js flags an offer outside its owner's own open prep. Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys. Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs 121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs 121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario and family is unchanged; node tools/golden.mjs --twice is identical. Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js, unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason, ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1). |
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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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1a88069968 | feedback7 UIBACK: a finished 联防 / boss-pair field publishes the capsule's own resolved, not the sum of the players' clamps — an enemy that enters one helper's half and leaks on the other's is billed to one player's total and to the other's leakedInTotal, so each player's min(total, killedInTotal + leakedInTotal) read 0 while the field read 1/1 and the teammates' m.public progress dropped to 0/1 once the field finished (found reviewing the capsule port of PR #308): validateClientResult keeps the result's field-level resolved (Battle.resolved, clamped to the field's total; junk counts as not reported), _fieldProgress publishes it for client-run and server-run fields alike, the players' own numbers are only the fallback of a result with none, and none at all stays null; SIM.md §1.3 and network.md (顶栏胶囊, result validation) say so; test/match/hud-capsule-resolved.test.js +5 (a 3-human match whose 联防 field runs the real sim with unarmed helpers: capsule 4/4 and m.public 4/4 not 0/4; the boss pair's crossing route; a server-run 联防 field and its timeline; validateClientResult's field-level rule; _fieldProgress's precedence) — all failing before; golden: unchanged (no sim change; compare: roster 49, bonds 46, fields 22, matches 18, standins 10, diy 138 match) | ||
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ec0a2fc669 |
feedback7 R22-LOADOUT: the battle takes each operator's potential and 练度 from its spec entry; golden: unchanged
A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.
- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
(shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
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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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38d4c3e4b5 |
feedback7 R22-GHSIM: 余 【文火慢炖】 adds no layers to a bond without layers (noStack: 绝技, 独行, 调和, 协防干员) — with one such bond the only one active, nothing is added (the owner's decision of 2026-10-08); golden: unchanged
The owner's decision (relayed 2026-10-08) overrides PRTS 下半/PRTS盟约记录 「部分盟约不会显示叠加层数,但是叠加层数的特质/策略/ 装备等效果仍然对其生效」 for this strategy. bands/meta.js round_start_bond_check_gain_layer skips every bonds.json noStack bond; the 「仅激活了1个盟约」 count stays the sentence's (every active bond), so: 独行 / 绝技 alone → nothing; 独行 + one layered bond → the layered one +12 (count2), 独行 none. Repro: 独行 alone got 36, 绝技 alone 36, 独行 + 炎 got 12 each. Only 余: 协防 (bonds/addon/meta.js deputShip, 「使所有已激活的盟约层数+N」) and 华法琳 【重点监护】 (prep_finish_char_bond_add_layer, a random operator's bonds, 无需激活) each pick their own bonds and call addLayers; they share no helper with 余 beyond the generic Player.addLayers sink, which every layer gain uses — left unchanged, so both still add to noStack bonds as PRTS says. Docs: PLAYING.md 层数. Golden: unchanged (no corpus 余 at round 8 with such a bond). |
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4bd154e326 |
feedback7 R22-GHSIM: a 速射手 (优先攻击空中单位) blocking a ground enemy shoots a flyer in its range first; every other attacker keeps its blocked enemy first (GitHub #220, the owner's decision of 2026-10-08); golden: roster-026, roster-037 move
The owner's decision (relayed 2026-10-08): only the 速射手 air priority outranks the attacker's own blocked enemy — PRTS 索敌的概念 「阻挡(近战限定)→特殊优先级→…」 — while the user's playtest #6 rule 「阻挡了就一定要能打到」 keeps 'blocked first' for every other attacker and priority. PR #220 by TsangAsuna (for #205) moved every special priority ahead of the block; re-implemented for priority 'fly' only (targeting.js sortEnemyTargets: the fly key, then blocked, then the rest as before) — the trait's priority and a skill's targeting priority 'fly' (新约能天使) alike. Seen (repro): 能天使 on a melee tile blocking a walker kept shooting it with a flyer in range; now the flyer, and 远牙 (神射手, lowest DEF first) still hits the enemy it blocks over a softer or a flying one. Docs: SIM.md (blocking), design/engine.md, PLAYING.md 阻挡. Golden: roster-026 (流星, 速射手) and roster-037 (新约能天使's priority 'fly') now shoot flyers in range while blocking. |
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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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7e09c63da8 |
feedback7 R22-LOADOUT: the data carries every potential (潜能 1–6), not only full potential; golden: unchanged
Potential becomes a per-player setting (the owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」;
official: 调度手册 「卫戍协议中干员潜能由自身已持有干员潜能决定」). 0.2.1 baked full potential into the data (§26.14).
- tools/build-data.mjs runs the chess / backups / tokens builders once per potential rank (ctx.potRank, 0–5) and keeps
the full-potential build annotated with what each lower rank changes: `potDown` { rank: { dotted.path: value } } on
chess records, backups.json forms and token variants (stats, statsBase; 望's 棋子 deployLimit / deckStack, 多萝西's
共振装置 count), and chained talent entries (`potMin` / `potBelow`: the candidates by requiredPotentialRank, the
fields a lower rank changes) in talents / talentsBase / modules[].talentChanges / variant talents. A self-check proves
shared/potential.js atRank rebuilds every rank exactly; the unit-form parity runs at every rank.
- shared/potential.js (new): atPotential / atRank, talentAtRank, stripPotential, and the 练度 helpers used next
(cultivateMul from the effects.json CHAR_MAP records aceffect_char_1…4, cultivationOf, cultivatedStats).
- composeTalents / composeUnitRecord return potential-resolved lists (no chains): a composed record is built at one
potential (its form resolved first).
- JSON compare: the new chess / backups / tokens minus the annotations equal the old files byte for byte; every other
data file identical; data/i18n/* rebuilt (the chained talent texts translated at the old rates: en 95.4 %, ja 95.2 %,
ko 95.2 %, zh-TW 90 %). Data 5.21 → 5.51 MB.
- Docs: DATA.md §2.3 (new), §2, §7, §14, §16, §18; research/03-operators.md; kits/README.md.
- Tests: test/potential.test.js (new, 7): every chess and 自选 form at every potential = the raw keyframes plus the
potential steps up to it, every talent = the last candidate with requiredPotentialRank ≤ the rank, 刺玫 at each
potential, summons at the owner's potential (Mon3tr 3 s / 1200, 望's 棋子 6 / 7, “小自在” 15), the 练度 table =
cultivateEffectList; data.test.js compares the composed talents without annotations.
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bcee737f40 |
feedback7 R22-VOICES: review fixes — a 选中 tap no longer restarts the battle-voice gap, and the second shop / reward card of one operator says its 选中 line too; the package switch's comment quotes the measured JP size; golden: unchanged
1. VoiceGate.start no longer moves lastAt for VOICE_TAP_SLOTS: a tap still skips the 1.2 s gap but starts none, so a 部署 / 技能 / 接敌 the battle asks for once after a short 选中 line has ended plays where the last battle line's gap ends (a 部署 at 0, a tap at 500: a 作战中 at 1300 was dropped, now plays; inside the 部署 gap it still waits). 2. Shop / reward cards hand only the chess id to the detail, so two cards of one operator (the pool deals duplicates) had one 选中 key and the second tap said nothing nor replaced the first line: game.js numbers every card it opens (`tap`, cardTap), resolveDetail keeps it, and detailPanel's new selectVoiceKey() includes it (a re-render of the same tap keeps its key; pieces / units unchanged). Checked in the mock match: the second card of 歌蕾蒂娅 now calls voice() (it made no call on the parent). 3. tools/package.mjs FULL_ZIP_JP_VOICE comment: 89,388,041 bytes = 85.2 MiB on disk, about 76 MB zipped (as ASSETS / DEPLOY), not "~93 MB, barely compresses". Tests: test/ui/audio.test.js (the tap-gap case; one earlier assertion that encoded the old gap after a tap replaced), test/feedback7-voices.test.js (new: the card tap in resolveDetail / selectVoiceKey / game.js) — both fail on the parent. §21.30's 0.2.2 note updated. |
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fc2e57ebff |
feedback7: merge fb7-g-small — PR #368 (AI teammates draft last, default off), #374 (double-click a teammate's avatar in prep), #321 (copy local diagnostics; whole-token / exact-value redaction) with the review's fixes
- Golden unchanged (union OK); broad node --test 5292 (5291 pass, 0 fail, 1 skipped); lint 0 errors. |
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e733171b13 |
feedback7 R22-OSIM: 香槟炸弹 no longer goes off on an unrevealed 隐匿 enemy (nor a sleeping one) — it selects like the other contact traps; golden: bond-yanShip-high, coop2-HARD-4 move
Community report relayed by the owner: 「有人反馈香槟炸到没有破隐的隐匿敌人了」. Reproduced: a 隐匿 walker crossing 琳琅诗怀雅's bombs set them off (both kits checked hidden / flying / untargetable only). The rule: PRTS 作战机制 §隐匿 "隐匿效果使得获得该效果的单位无法被任何敌方的能力索敌选中…要选中隐匿的目标,则该单位自身需拥有无视隐匿的效果"; 异常效果 lists 隐匿 and 无敌 among the 无法选择 effects (沉睡 = "无敌且无法行动", gamedata_const ba.sleep). Neither the 香槟炸弹 page nor 琳琅诗怀雅's S2 carries a 无视隐匿 / 无视可选性 note, and the other contact traps of the sim (多萝西's 共振装置, 望's 棋子) already select through canTargetEnemy. Now both kits go off on a ground enemy canTargetEnemy accepts (tokens.js CHAMPAGNE_TRIGGER): a 隐匿 enemy sets one off once it is revealed (反隐) or blocked (its 隐匿 lifts), a sleeping one once it wakes (until now the bomb was spent on it for no damage). Placement is unchanged (it already aimed at selectable enemies only). Golden: bond-yanShip-high and coop2-HARD-4 (bombs under 隐匿 enemies of rounds 10–11 — 隐形弩手组长, 访问团强攻冠军, 重弩突袭者 — and sleeping ones of round 7 — 宿主士兵, 粉碎攻坚手 — now wait). Tests: test/content/feedback7-champagne-stealth.test.js (2; both fail on the parent). |
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4128965a9f |
feedback7 R22-GHSIM: an instant skill with no attack of its own takes one attack cycle — 引星棘刺 S1 under 迅捷 no longer recasts every tick, and attack speed paces such casts (GitHub #298); golden: 84 scenarios move (below)
Seen (#298, FrogThai): 度算浪波 (AUTO, instant, SP_FULL, cost 6, no attack) with 迅捷's refund (12 + 15 at ≥ 40 layers) cast 60 times in 2 s — every tick — at ASPD 100 and at ASPD 600 alike (repro): skill.tick checks tick rules before the attack loop and an instant cast ended without touching the attack cooldown. Now (skills.js): such a cast (instant / charges, no spec.attack) sets atkCd to at least the attack interval, and the casts checked in skill.tick (the tick rules, the DEFAULT of units that never attack, content trigger ranges) wait while the cooldown runs beyond this tick — a remainder ≤ dt is this tick's slot, which the cast claims before updateAlly's attack. A cast right before an attack (onAboutToAttack, DEFAULT) is followed by that attack as before; timed skills, "next attack" skills and TAKE_DAMAGE / kit casts' gating are unchanged (a TAKE_DAMAGE or kit cast also takes the cycle). [ASSUMED] one attack interval (PRTS prints no 前后摇 for such casts). Measured: 2 casts / 0 attacks in 2 s at interval 1.36 s, 9 at 0.25 s; with no enemy it still fires at full SP (#124). Not taken: PR #313's 3 s operation cooldown for AUTO skills (it conflicts with #124). Docs: SIM.md §7 trigger rules, PLAYING.md 技能自动释放. Golden — every moved battle fields an instant no-attack skill cast from the tick, which now waits for / takes the attack cycle (德克萨斯 S2, the 先锋 DP skill skcom_charge_cost, 赫默 S2, 雪猎 S2, 莱恩哈特 S2, 凛御银灰 S1 / S2, 异客 S3, 锏 S2, 伺夜 S1 / S2, 焰尾 S1 / S2, 引星棘刺 S1, 忍冬 S2, 郁金香 S3 (补位); 自选 陈 / 艾丽妮 / 嵯峨 S2, 左乐 S3, 重岳 S2, 温蒂 S3, 望 S1 / S2, 多萝西, 黑键 S2): roster (22): roster-001 roster-003 roster-005 roster-008 roster-010 roster-012 roster-014 roster-015 roster-016 roster-018 roster-020 roster-021 roster-028 roster-029 roster-031 roster-033 roster-034 roster-039 roster-040 roster-041 roster-042 roster-048;bonds (9): bond-deputShip-low bond-indomShip-low bond-raidShip-high bond-skillfulShip-low bond-soloShip-high bond-suntShip-low bond-victoriaShip-high bond-visiShip-high bond-visiShip-low;fields (9): boss-boss_1-pair boss-boss_2-pair boss-boss_3-pair boss-boss_4-pair boss-boss_5-pair boss-boss_6-pair hidden-boss_10-pair hidden-boss_8-pair hidden-boss_9-solo;matches (16): coop2-ABYSS-10-boosted coop2-HARD-4 coop2-NORMAL-14-standins coop2-NORMAL-3 coop2-NORMAL-70-diy coop2-NORMAL-8-serverrun coop3-ABYSS-5 coop4-ABYSS-7 coop4-FUNNY-6 solo-ABYSS-1 solo-FUNNY-1 solo-FUNNY-2 solo-HARD-1 solo-HARD-2 solo-HARD-9-boosted solo-NORMAL-1;standins (6): standin-01 standin-03 standin-04 standin-08 standin-09 standin-10;diy (22): diy-001 diy-002 diy-003 diy-004 diy-005 diy-007 diy-013 diy-014 diy-015 diy-033 diy-034 diy-035 diy-036 diy-037 diy-109 diy-110 diy-111 diy-112 diy-114 diy-115 diy-116 diy-137 Tests adapted to the rule: op_wang (the second 立即获得两枚棋子 waits out her cycle), playtest6-skills (锏 S2's first cast may wait one attack interval). |
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8d896e40ea |
feedback7 R22-FIELDS: the path tie-break never wades into more 深水区 than the official route — on 战场#08(下半) the patrolling 铳 / 卢西恩 take the official upper road from (3,9) to (2,3) again (GitHub #375); golden: boss-boss_2-pair, coop2-ABYSS-10-boosted
GitHub #375 (FrogThai): 「水图boss会从下面这条路往蓝门走,实际应该从上路走」. The walking leaders of 战场#08(下半) 涨潮控制 (act2autochess_m04) are 铳 (level_act1autochess_h07_02 route 6; the Hidden Core 铳 on act1autochess_h08_02's patrol routes) and 卢西恩 (act2autochess_h07_05 route 8): PATROL_MOVE (3,9) → (2,3) → (5,9). Measured (notes repro-375.mjs): ours 「3,9 2,9 2,6 4,6 4,4 2,4 2,3」 — the lower road through the 深水区 (3,6) / (4,6) — against the official SPFA 「3,9 5,9 5,4 2,4 2,3」 along row 5 with one 深水区 (5,6); the mirrored (3,11) → (2,17) split the same way. Cause: grid.js _buildField takes the blockable-ground preference pointer (user playtest #2) when its route crosses strictly fewer non-blockable tiles; 深水区 is non-blockable itself (no deployment), so the lower road counted 2 against the upper road's 3 (two floor tiles and one water tile) and won. Official pathfinding is the plain 4-neighbour SPFA (research 08 §3.1). Now the preference pointer is taken only when its route also crosses no more 深水区 than the official pointer's (a per-tile `deep` count beside `cost`, start excluded). Rule from the Grok triage (scratch-i1b/375.patch), re-implemented with a precomputed Grid.deepWater mask (terrain 'deepsea': tile_deepsea and tile_deepwater). Scope (notes dump-fields.mjs / check-official.mjs, every stage × normal / 联防 / boss rect × every walkable destination): 48 fields change, only on the two water maps (act2 m04 boss field; the inactive act1 m05), 149 pointers, every one back to the official pointer. The 21 accepted DEVIATIONS (战场#01 / #02 floor, #07, the inactive #05's 7 water-avoiding routes) are unchanged, as are all 154 audited gate routes and data/stages.json's groundPaths (tools/build-data.mjs --offline into a scratch dir: every data file identical). Other boss-field preference routes of m04 that cross fewer 深水区 than the official one stay. Tests: test/sim/pathing-official.test.js — two new #375 tests (the four patrol legs equal the pure official waypoints; in a real battle the 铳 climbs to row 5 and steps on the 深水区 (5,6) only), both failing on the parent; test/sim/pathing-crosscheck.test.js — the independent reference port gets the same 深水区 rule (it flagged both the patrol leg and a random-crate normal-field route of act2 m04 until then); test/sim/pathing-blockable.test.js — the WALK-leg audit compares with the equal-length routes that cross no more 深水区 than ours (the 14 accepted arena exceptions unchanged). Grid-related suites 777/777. Golden: - fields boss-boss_2-pair (铳 pair on act2autochess_m04, act1autochess_h07_02): the two 铳 patrol the upper roads; leader left 5311560 → 5301010, p1 damage up / p2 down, deaths 0 / 2 → 1 / 3; still 8 / 8 kills. - matches coop2-ABYSS-10-boosted (act2 m04; Final Assault 卢西恩, Hidden Core 铳): still cleared, team LP 800 → 615. The bots' operators stand on the lower rows (the same tiles as before); with the leaders on the upper road the Final Assault lasts 335 game s instead of 247 and the Hidden Core 638 instead of 190, both past the 150 real-second mark: the overtime drain takes 17 + 168 LP (none before), no leak. |
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05eb2b807f |
feedback7 dober: the Final Assault and the Hidden Core pay a 战术特训 card's perfect-battle coins, they paid kill coins only (PR #353 by @Sukvii); golden: unchanged
Seen: Match._settleBossBounties banked only the kill coins of the boss field (pp.coins). A perfect-payout bounty (a 战术特训 card, from the 杜宾 Art 教鞭) has its enemies spawned in the Final Assault / Hidden Core like any bounty with battles left, and used a battle there, but its coins were never paid — SETTLE pays them after every normal battle. Official: PRTS 杜宾 "<教鞭>:使用后为下场战斗添加额外敌人,若自身战斗完美作战可获得资金" and the cards' "若各自行动阶段就达成完美作战,获得N资金" have no boss-battle exception. The condition is [ASSUMED]: the team won (the first end the server registered), the result is a real one (not the synthetic stand-in of a field that never reported) and the player's own field let no counted enemy through; paid once per player, spent in the Hidden Core's prep with the kill coins. Now: _finishFinal reads the victory before the per-field loop and hands _settleBossBounties a `perfect` flag. Tests: clientCombat.test.js (the held 'cleared' result pays once, a duplicate never twice; six eligibility cases: team win / synthetic / own leak / uncounted leak / forced team defeat), followups.test.js (R14 -> R15 income and the Hidden Core; a boss win with an own leak keeps the kill coins only). Both fail on the parent. Golden: unchanged (matches: 18 scenarios match). |
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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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5f98baecc1 |
feedback7 R22-OSIM: 琳琅诗怀雅's 香槟炸弹 holds 禁疗, loses no HP and never leaves because of its HP (the owner's decision D2); golden: bond-yanShip-high, coop2-HARD-4 move
The owner's decision D2 of 2026-10-08, a deliberate deviation: PRTS 香槟炸弹 gives it 1000 HP and the note "即使自身生命值未满,模型下方也不会显示生命值槽" (officially it can lose HP), and it had no 无敌 / 禁疗. Now (tokens.js champagneHold, installed by the token kit and by 琳琅诗怀雅's own bomb): - 禁疗: no heal reaches it, no healer picks it (flags noHeal + healFree, no status icon); - no HP loss: every damage to it is cancelled in its `hit` / `elementHit` hooks (活性源石, 污染秽蚀, …) and a 流失 is given back before the knock-out check, so it never leaves because of its HP; - its 见面礼 is unchanged: the first ground enemy that touches it, then it is gone. No 无敌 flag (that would put a badge over it); the client side (its hidden HP bar) belongs to the render stream. Golden: bond-yanShip-high (a healer of that team spent 27 heals — 5040 HP — on a bomb standing on 活性源石; now it attacks nothing there) and coop2-HARD-4 (ai_1's bombs from round 6 on stood on 活性源石 / 污染秽蚀; their longer life changes later rounds' layers). Tests: test/content/feedback7-champagne-hold.test.js (3; 2 fail on the parent, the 见面礼 guard passes on both). |
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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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f632e0b009 | feedback7 UIBACK: docs/design/client.md names the new pieces of the screens — the 设置 button of the lobby and the room (GitHub #238), the 观战席 capsule (#120), the capsule's kill counter (PR #308), the empty shop slot (#332) and the shop's fold on 准备就绪 (#138); golden: unchanged (docs only) | ||
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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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977215e14d |
feedback7 R22-OSIM: enemy effects PRTS marks 不可对空 no longer hit the flying 炎佑 (death blasts, 水遁忍者's vortex, 鼎沸, 祈祷邀约, the 胄 blades); golden: unchanged
Community report relayed by the owner: 炎祐好像吃到了不该吃到的地面伤害. 炎佑 is a flying ally (PRTS “炎佑” 行动方式 飞行). The ground terrain (活性源石), 烹泉 / 沏虹, 庞贝 and 集团军重型火炮 already skipped it, but these 不可对空 effects (PRTS, read for every enemy of data/enemies.json) went through areaAllies / fieldAllies / targetsNear, which exclude 起飞 allies only: - 死亡爆炸 of 高能源石虫 / 冰爆源石虫 / 卷心籽 (archetypes deathBoom: `noAir`, on by default; 寒冷 too); - 水遁忍者 漩涡形态 "每秒对半径1.0范围内的所有我方单位造成…(无视迷彩,不可对空)"; - 鼎沸 "攻击范围内的所有我方单位每秒受到…法术持续伤害与…灼燃损伤(不可对空)"; - “萨科塔昂首” 祈祷邀约 "令全场我方单位(不可对空,无视迷彩)获得15s【受邀祈祷】攻击速度-30"; - “斩胄之剑” / “破胄之锤” "普通攻击对攻击范围内的所有我方单位造成…物理普通伤害,不可对空" (its target rule too). A ground enemy's normal attack and the 不可对空-free effects still reach it (PRTS: enemies that hit air target it). Tests: test/content/feedback7-yanyou-noair.test.js (8; all fail on the parent). |
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42caca3be8 |
feedback7 R22-OSIM: 引星棘刺's S1 / S2 alchemy units restore HP as 生命回复速度, so 不屈者 and 禁疗 operators recover too; golden: 12 scenarios move (each fields 引星棘刺)
Community report relayed by the owner: 炼金师分支干员的炼金单元无法给不屈者等禁疗的干员提供生命恢复. The
alchemist branch is 锡人 and 引星棘刺. 锡人 S2's recovery was already an hpRegen buff (PRTS 锡人 备注:
"生命恢复的提供方式为增加目标的“生命回复速度”属性,不受治疗加成和禁疗影响"). 引星棘刺 S1 度算浪波 ("每秒回复相当于
攻击力…的生命值") and S2 解构涌潮 ("友方单位每秒恢复相当于攻击力…的生命") carry the same wording and blackboard key
(hp_recovery_per_sec_ratio[_chr]) but called battle.heal, which 不屈者 (no heal from others) and 禁疗 refuse.
Both are now an hpRegen buff per alchemy unit, set at each 1 s pulse until the next (锡人's pattern): the
same amount per second, not scaled by heal bonuses, credited to the target's own regen; S2 skips 孤立
units like every ally effect. Her PRTS page has no 备注 on this; the classification rests on 锡人 and the report.
Golden: roster-014, roster-015, roster-033, roster-034, bond-maniShip-high, bond-soloShip-high,
boss-boss_2-pair, boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair (引星棘刺 on
the board, S2 by default) and coop2-NORMAL-14-standins (h_0 fields her from round 11): her allies' HP
now rises over each second instead of in one lump, and the heal stats move from her to them.
Tests: test/content/feedback7-thorn2-regen.test.js (2; both fail on the parent); the S1 case of
kits_alt_t5 asserts the regen buff instead of a heal of hers.
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6d6fbe9277 |
feedback7 R22-OSIM: 伊内丝 S3 starts again on a 突袭 landing (keepSp no longer overwrites the charge a free skill gets at every deployment); golden: unchanged
Community report relayed by the owner: 伊内丝激活突袭瞬移以后3技能被吞. The 突袭 jump retreats the operator,
which ends her running S3 独影归途 (PASSIVE, spCost 0, "部署后…", cast by her kit's deploy hook), and
redeploys her with keepSp (activity_table bondeffect_raid "保留技力立即再部署"). The snapshot taken after
the retreat held 0 charges and was written over the charge reset() had just given the free skill, so
the landing's activate('deploy') failed and S3 never ran again. keepSp now applies to skills that cost
SP only; 伊内丝 S2 (27 SP) keeps a full charge and a partial bar as before. The other free skills set
activateOnDeploy and were already running at that point (not affected).
Tests: test/content/feedback7-ines-raid.test.js (2; the S3 one fails on the parent).
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37e45e362e |
feedback7 R22-OSIM: 白铁's 铁钳号·原型机 counts like an enemy for a non-heal skill's automatic start; golden: unchanged
Community report relayed by the owner: 圣约送葬人 hitting 白铁's device spent no bullet and gained no layer. Our attacks already selected the device (Battle.setAllyTarget, damage cancelled), but every skill start condition counted enemies only, so her MANUAL ammo skill (DEFAULT) never opened. The owner's rule of 2026-10-08: a registered ally target in range counts like an enemy for a non-heal skill's auto start. - skills.js `_allyTargetIn`: DEFAULT (about to attack, the initial range; SEARCH / ACTIVE_RANGE through it), CUSTOM_RANGE, SKILL_RANGE, GDGLOW_SKILL_2 (anywhere) and the content trigger ranges. Heal skills never count it (禁疗). It stays out of enemiesInKeys / canTargetEnemy. - 雪猎's empty-magazine S2 cast counts it too; allyTargetsInKeys takes a Set of tile keys. - 白铁™多功能平台 stays no target. Kits whose own selectors pick enemies (陈 S3, 艾丽妮 S2 guards, 蕾缪安 S3 locks) are unchanged. Tests: test/sim/feedback7-allytarget-cast.test.js (4; 3 fail on the parent). |
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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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bfef34ffa3 |
feedback7 R22-GHSIM: 假想敌:骨刺 changes model with its 隐匿 at once — the three-headed snake (*_A) while hidden, its *_B set when blocked or revealed, back to *_A when hidden again (GitHub #296, PR #365 by @Sukvii, render part); golden: unchanged
The contributor's code (render/spine.js syncFormPose, the render/units.js wiring and FORMS entry, the headless test/render/forms.test.js block), applied from PR #365, so they are the author of this commit. Maintainer side: the hard-coded Spine id became a STEALTH_FORMS table (form while the stealth bit is off), comments and docs/ASSETS.md reworded. Not ported: the PR's sim targeting rewrite (content/enemies/invisible.js), its enemies_bosses tests, its roster.json and the Chrome suite (forms.browser.test.js, not run here). Seen (#296, FrogThai): a blocked 骨刺 kept the snake. The sim already sends UF.STEALTH only while its 隐匿 is effective (not blocked, not revealed — targeting.js enemyStealthed); the view now keys the FORMS 'revealed' clip set (Idle_B / Move_B / Die_B / Attack_B, all in the skeleton) off that bit in UnitView.sync — before a DIE of the same snapshot — and re-poses at once: a running attack continues in the other attack clip at the same point relative to its strike frame (Attack_A hit 0.533 s, Attack_B 0.733 s; a pending wind-up still strikes on time), a stun / idle restarts on the new set without a crossfade, and a frozen skeleton is posed with update(0); a model loaded later is posed the same way. Golden: unchanged (render only). |
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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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bc11c0d61a |
feedback7 R22-HUD: the cached-atlas refreshes of a crowded battle take their turns from this frame's update order, not random phases — each frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units (step 1 of GitHub #327, PR #334 by @Cloudnyco); golden: unchanged
Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no dependency). UnitView._updateImpostor refreshed a unit when (frame + phase) % interval === 0 with a random phase per unit, so the refreshes of a frame were binomial: reproduced on the parent with 7 pen figures at interval 3 — 5 1 1 5 1 1 … and 2 4 1 2 4 1 … refreshes per frame instead of 2 / 3. Now render/app.js hands every impostor unit the next slot of the frame (ctx.impostorSlot, a counter reset in frameBody), the unit refreshes when (frame + slot) % interval === 0, and a unit whose slot keeps moving with the frame (the units before it culled on and off in step) is still refreshed after 2 intervals (imp.last); a context without slots keeps the random phase. Each unit's rate and the total work are unchanged; no sim or pixel-as-state change. Step 2 of #327 (a time budget by priority) is not part of this and still needs a decision. - Tests: test/render/unitview.test.js 'impostor refresh slots' (3: slots in update order — fails on the parent, the starvation cap, the no-slots context); unit view / render suites unchanged. - Docs: design/client.md. Golden: unchanged (client only). |
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3484178e2e |
feedback7 R22-HUD: a skill cue that reaches the client before its unit is held and sounds once when the unit is tracked — the first cast of a deploy-time skill was silent (PR #292 by @LimitlessHPPK, without handing the whole early buffer to the sound); golden: unchanged
Seen (Grok's review, reproduced here with the real sim): the sim's deploy emits a deployment-activated skill's ['skill', id, 1] before the unit's ['spawn', unitInfo] (宴: three events earlier) and audio.js dropped a skill event of an unknown unit, so that one cast made no sound while every later one did. - audio.js: pendingSkill — a 'skill' ON for an unknown unit is held (one per unit, 64 at most, the oldest go first); _track plays it once when the unit's spawn arrives; a skill OFF is no cast and is not held; setFieldUnits drops the holds. Changed from the PR: setFieldUnits clears the holds BEFORE it tracks the new field's units (the PR cleared after, so a hold left over from the previous field would have sounded for a unit of the new field that shares its id — ids are per battle). - screens/game.js: NOT the PR's change. The pre-entry buffer (keepEarly: every spawn, die, deploy, status and skill since the field's m.field, up to 1500 of them) is handed to the sound as its 'spawn' tuples only (new early.js audioEarly): the whole list would play every old death, deploy line and cast at once on entering. The live path (onEv) already forwards the full list, so the hold alone fixes the live silent first cast; a deploy-tick cast that falls into the short pre-entry gap stays unheard (a deliberate gap — replaying "only the casts before their spawn" would still sound a minute-old cast when a field was buffered while another one was on screen). - Tests: test/ui/audio.test.js (3: the held cast in one batch and across batches, once, no hold for a skill OFF; a hold does not outlive its field and is bounded; 宴's real deploy: the sim's cast comes before the spawn and sounds exactly once — all fail on the parent) and test/match/feedback1-runner-forms.test.js (the audio gets the spawn tuples only: silent replay that still teaches the units, the next live cast sounds; the whole list would have sounded old cues). Docs: design/client.md. - Golden: unchanged (client audio only). |
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030d0a2938 |
feedback7 R22-HUD: a renderer that loses the 12 s race no longer mounts its canvas late — the attempt is aborted, a view that still comes back is destroyed, the host is no longer wiped (PR #302 by @siruimei07); golden: unchanged
Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency, no
shipped eval). The leak was real on feedback7: mountFieldView raced createFieldView against a timeout and, on failure,
removed every child of the host while the factory kept running — Pixi finished later and appended its canvas over the
simplified view (taking its clicks); the host wipe could also delete a newer view mounted by the same hook.
- ui/fieldHost.js: mountFieldView(host, { signal }) owns an AbortController; the timeout, a failed import or an invalid
view aborts it, a view a factory returns after that is destroyed, an outer abort (useFieldView's cleanup) rejects
without a fallback; nothing clears the host's children any more.
- render/app.js createFieldView takes the signal: the Pixi load / manifest / font waits end on abort, the synchronous
build registers its disposables (setupCleanup) so a throw releases the app, tiles, fx, impostors, listeners and
observers it made, the board-art and 3D-board waits moved after the view exists (aborting them is view.destroy(),
idempotent), destroy() also removes the canvas. render/app/host.js withTimeout(p, ms, signal).
- Tests: test/ui/fieldHost-lifecycle.test.js (5, node vm, fake timers: all fail on the parent) and the opt-in real-browser
test/render/initialization.browser.test.js (6 scenarios in headless Chrome, 5 fail on the parent: a late Pixi load
covering the fallback — with a factory that honours the signal and one that ignores it —, art timeout, a setup
exception, an unmount racing a newer mount); test/ui/playtest2.test.js's source pin takes the new indentation.
fieldview / browser suites in Chrome unchanged (the two 4× throttled fps tests flake when two Chrome files run
at once, pass alone).
- The createFieldView body stays unindented inside its new try (the PR's choice, to keep the diff reviewable).
- Docs: design/client.md §9. Golden: unchanged (client lifecycle 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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f2aec39e93 |
feedback7 R22-FIELDS: the Hidden Core 铳's 碎铳之簧 chase the casting gun for the whole 5 s of 末日布道 instead of stopping on arrival; each gun keeps its data timer, the later call takes the springs (PR #347 by @CXUtk, its pair stagger and lock not taken); golden: hidden-boss_9-pair, hidden-boss_9-solo, coop2-ABYSS-10-boosted
PR #347 by @CXUtk, applied with changes. Kept: 追逐模式 lasts the gain's whole 5 s — PRTS 假想敌:铳 末日布道 "令全场的 “碎铳之簧”获得5秒增益…增益期间切换为追逐模式", “碎铳之簧” 追逐模式 "持续追踪令其进入该形态的场上的假想敌:铳移动" (no arrival clause, unlike the 铳's own 冲锋模式, which ends "到达目标所在位置后"); data skill 2: cooldown 45, initCooldown 20, dog_duration 5, move_speed 8. kitSpring no longer ends the chase when it reaches the gun or comes within 1 tile; with no gun left on the field the spring holds still until the gain ends (until 0.2.1 that ended the chase at once). Not taken (the maintainer's decision on the Grok triage): the second gun's half-cooldown first-call delay and the cond that refused a call while any spring was chasing — neither is in the data, and the lock contradicts the handbook's 「持续召唤场上所有“碎铳之簧”向自身移动」 (a call takes every spring to its caster). Both guns keep their data timers, so on a pair field the mirrored gun's call, a tick after the first, retargets the springs for a new 5 s. Measured (notes repro-347.mjs): a spring 0.2 tile from the gun chased 0.03 s, one 5 tiles away 2.97 s; now 5.03 s both. Tests: test/content/hidden-gun-pursuit.test.js (new, 5; the arena harness and two tests are the PR's): the full 5 s next to a moving gun and with no gun left fail on the parent; the pair timing (20 s after each gun's spawn, then every 45 s, the two calls a tick apart), a mid-chase call retargeting the springs for a new 5 s and the solo timing guard against the stagger / lock. test/sim/feedback1e-healers.test.js E2 audit: the fields whose leaders / parts a healer must block run 200 s instead of 120 — on the solo 铳 field the springs now first meet a healer at 145 s (at 21 s until now). Golden (on top of the portal commit): - fields hidden-boss_9-pair: the springs spend 5 s invulnerable per call, so they take less (actrpa 855522 → 722451, actrpb 798033 → 660498, actrpc 1384683 → 1168947) and pass less on; leader left 3511007 → 3747749; p2's deaths 7 → 12 (longer tramples); still 8 / 8 kills, no leak. - fields hidden-boss_9-solo: leader left 1932856 → 2011732; the springs take less; 隐德来希's candles (5601_entlec, an enemy-side summon) 6 → 8. - matches coop2-ABYSS-10-boosted (hidden boss_9): still cleared at 800 LP; the seats' leader damage shifts (7523075 / 6369365 → 6992346 / 6900614). |
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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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2669b6ab57 |
feedback7 R22-RENDER: a pushed / pulled enemy slides to where the sim put it, a dying flyer keeps its lift through the Die clip, a long Die clip plays whole (PR #380 by @xcdoge); golden: unchanged
The sim displaces at once (battle/displacement.js), so the snapshots only show the destination: a ≤ 2.5-tile push was lerped over one snapshot interval (3 frames, 0.58 tiles in one frame — frame-loop repro over a real battle), a longer pull snapped. render/app.js now starts UnitView.slideTo as soon as the interval it samples ends on the snapshot that carries the destination (a `displace` fx still queued up to SnapshotBuffer.nextSnapT); the view holds where it stood until that snapshot is shown, then eases into the sampled position under a constant deceleration (v0 = 2D/T, a = v0/T, T = 0.14·√D in 0.12–0.45 s — ours, [ASSUMED]: no source gives the official timing; docs/research/13 has the official impulse-and-friction classes). A unit that dies on the way finishes the slide and lies where the push put it. Death: DIE_CLIP_MAX 1.6 → 8 s (data/assets.json: 234 enemy Die clips, the longest 7.97 s, 25 over 1.6 s), and a flyer holds FLY_HOVER until the fade tail (DIE_FADE_TAIL 0.55 s). Substantially @xcdoge's code (PR #380: the slide, the death timing, research 13 / 14, most tests), authored as theirs. Changed on review: the corpse no longer goes back to where it stood (the PR's test asserted that; the sim's body is at the destination); the PR's pre-pass scanned (renderT − 0.5, renderT] after processEvents had taken those events, so it never fired and the slide started a frame before landing — it now looks ahead to the next snapshot and holds the view until then; the slide eases into the live sample instead of the fixed destination (no jump back onto an enemy that walked on); each step uses its mean velocity (the end-of-step speed ran 9 % short, then jumped); the constants' comments say the timing is ours; research 14 no longer cites a sweep script and a data guard that were not in the PR. Golden: unchanged (client only). Tests: test/render/unitview.test.js 35/35 (slide: deceleration, idempotence, facing, snapshots in flight, friction, √D, corpse lies where pushed, hold-then-ease without a landing jump, a never-shown slide handed back; the app.js frame order over a real battle: a 1.7-tile push over ≥ 8 frames with every step < 0.35 tiles, a push-kill's body staying at the destination; death: a dying flyer's lift, every Die clip within DIE_CLIP_MAX and a 7.97 s clip scheduled whole); test/sim/displace-fx.test.js 1/1; render/interp 16/16; docs tests pass. |
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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) |