Commit Graph
6 Commits
Author SHA1 Message Date
sganggs 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 (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
  broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 20:56:20 +08:00
xcdoge 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 2026-10-08 19:30:36 +08:00
ZiyueW1116 8a64edc9e9 feedback7 R22-RENDER: an enemy standing out its attack recovery is drawn standing — the snapshot carries stand / standCut and the interpolator holds the position until the recovery ends (PR #381 by @ZiyueW1116, supersedes #307 / #314); golden: unchanged
Since 0.2.0 the sim stands an unblocked enemy for the rest of its attack clip (ai.js attackStand → atkStandUntil),
but render/interp.js lerped x/y over the whole snapshot gap, so the view slid through a recovery the sim held
(repro: a real 隐形弩手, snapshots 4.9 / 5.0, stand until 4.934 — sampled at 4.917 it slid at vx −0.2).

The snapshot now carries, only when non-empty, `stand: [[id, until]]` (atkStandUntil of enemies alive, deployed,
visible, neither feared nor stunned) and `standCut: [[id, at]]` (the latest time each listed enemy's recovery was cut
or ignored: a displacement, fear, a stun, hiding, leaving — Battle._cutAttackStand, display metadata the battle never
reads). sample() holds the older position until `until` and interpolates the rest (HP / SP keep the whole interval),
stays linear when the newer snapshot records a cut inside the interval, and extrapolates nothing for a newest snapshot
that shows a stand, a death, a stun or a block. Teleports and redeploys still snap first; old snapshots without the
fields interpolate as before.

Substantially @ZiyueW1116's code (PR #381), authored as theirs. Changed on review: the docs (SIM §9, design/network.md)
and code comments in English like the rest of them; the snapshot builds its listed-id set only when an enemy has a cut
to report.

Golden: unchanged — the digest canon hashes neither field and the sim's timing does not move (all 283 scenarios match).

Tests: test/render/attack-recovery-interp.test.js (new, 25: metadata validation, hold-then-slide, cuts, legacy
snapshots, extrapolation guards, real 隐形弩手 / Weedy push-kill / stun / freeze / sleep / levitate / block / fear
battles) 25/25; render/interp 16/16; sim battle, perf, robustness, downelem 69/69.
2026-10-08 18:54:54 +08:00
sganggs fdb3ae1b46 feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.

Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
2026-10-07 02:07:51 +08:00
sganggs 89f730d05c feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine
leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit.

- ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the
  stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a
  target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose
  cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up.
- A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its
  frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already
  made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame,
  a cut swing does not spend the cooldown, enemy heals keep no wind-up.

Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high,
bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18;
standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an
operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every
attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot
matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result.

Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it
locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait
for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
2026-10-06 15:21:24 +08:00
sganggs 13224f9483 feedback5 R3: Battle.js → server/sim/battle/*.js, a pure move — the 131 methods, verbatim with their comments, go to 14 per-concern method containers (players, lifecycle, hooks, spawns, deploy, blocking, status, combat, queries, summons, tiles, displacement, economy, events; fin / clone in util.js) that Battle.js installs on Battle.prototype in a fixed order with class-method descriptors; Battle.js keeps the header, the constructor and the class, and re-exports pushTiles. docs-consistency reads the method modules (battleText) and pins layerGainRoom in battle/economy.js 2026-10-05 16:13:25 +08:00