Commit Graph
11 Commits
Author SHA1 Message Date
sganggs 308444ef29 feedback1 integrate: version 0.1.1 and CHANGELOG.md
- package.json, package-lock.json and APP_VERSION (title screen, server banner, /healthz) at 0.1.1
- CHANGELOG.md (Simplified Chinese): the player-visible fixes of 0.1.1 by area, the reports checked and found not
  to be bugs, and 0.1.0; linked from the README's 文档 table; README / DEPLOY name the current version
- version.test.js checks the CHANGELOG heading and the README badge
2026-10-03 08:22:31 +08:00
sganggs 313db2f55f feedback1 integrate: WP live skill range on the card; 烛煌 S3 target + 1.7 splash; 信仰搅拌机 S3 ignores 攻击距离 2026-10-03 07:00:41 +08:00
sganggs a657f809f1 feedback1e WP: review round 3 — 烛煌 S3 last bolt keeps the burst bonus, splash fx; prep overlay and wheel show the deployed range
- 烛煌 S3: the burn-burst bonus is gated on the attack's own isSkill (captured when the bolt was fired), not on the live
  skill, so the last bullet (it lands after end('ammo')) and bolts in flight when the skill ends early still carry it.
- 烛煌 S3: every landed bolt emits fx 'splash' (r 1.7, burn) at the main target, so the splash shows on screen.
- shared/loadoutRecord.js attackRangeGrid: the range a unit is deployed with — a selected passive range skill
  (引星棘刺 S3 3-9) and the 特性's permanent 攻击距离 (信仰搅拌机 SPT-Y +1; not 空弦 ISW-A's 集成战略-only one) —
  so the board overlay, the deploy wheel and the card agree with the prep live range. extendedGrid moves there
  (re-exported by targeting.js).
- runner.js header: unitStatsEntry carries the ally's live range.
2026-10-03 06:25:12 +08:00
sganggs 5963a40d2d feedback1e WP: review fixes — 信仰搅拌机 S3 ignores 攻击距离, bounded range mini-map
- 信仰搅拌机 S3 退休前布道 attacks / counters on 3-13 exactly: SPT-Y's 攻击距离+1
  does not reach it (PRTS 技能3 备注 "此技能的攻击范围不受“攻击距离”属性影响";
  PRTS 修正 of the module text "(部分技能不受此影响)"). New SkillSpec flag
  targeting.noRangeExtend, read by Battle._refreshRange; S1 / S2 keep the +1.
- The detail card's 攻击范围 draws a grid larger than its box (远牙 S3's
  21-tile line) with smaller cells in the box's own space (rangeGridStyle,
  RANGE_FIT 6 columns × 7 rows), so the live stats beside it stay readable.
- 荒芜拉普兰德 S1's whole-field grid only selects targets (no rangeId, no 攻击范围
  text): targeting.showOwnRange keeps her 3-1 on the card.
- 烛煌 S3's bonus on burning enemies is dealt before the attack's damage
  (备注 "于攻击造成伤害前判定元素爆发并造成元素伤害"), main and splash.
- liveRangeGrid is the grid itself when nothing extends it (no copy per refresh).
- Audit test: 攻击距离加长 / 缩短 (深巡 S2, 山 S2) and every module of the loadout;
  real BattleSpec for 信仰搅拌机 SPT-Y.
2026-10-03 05:46:04 +08:00
sganggs 8b0e672bb8 feedback1e WP: live attack range on the battle card; 烛煌 S3 splash 1.7
Community report "干员烛煌开启3技能时候攻击范围不会变". The sim already attacked
with S3's 4-11 while it ran (real matches, and every attack-range change of
the mode); what stayed the same was the battle detail card: its 攻击范围
mini-map kept the base 3-1 grid while the live stats beside it moved.

- Battle._refreshRange keeps the relative grid behind rangeKeys as
  unit.liveRangeGrid (targeting.js extendedGrid: rangeExtend grown on);
  shared/protocol.js unitStatsEntry carries it as `range`; the detail card
  draws it (cardRangeGrid) in battle and in the prep preview, and names a
  whole-field range (纯烬艾雅法拉 S3) 全场 instead of drawing it.
- 烛煌 S3 "攻击变为群体攻击" is one target + a 1.7 splash (PRTS 技能3 备注
  "攻击溅射半径1.7"), not every enemy inside 4-11; the burst bonus hits
  every enemy of the attack; a burn burst's +2 ammo stops at the skill's
  ammo ("补充后的弹药数量无法超过上限").
- Tests: test/sim/feedback1e-skillrange.test.js (S3 range, splash, ammo
  cap, live grid, the audit of every attack-range change, a real spec),
  test/ui/feedback1e-range.test.js (the card).
2026-10-03 05:03:07 +08:00
sganggs 2591b8638e feedback1 WD: form changes survive the client's catch-up frames, hidden tab and pre-entry buffer
Every setForm fx now carries 'form' (shared/protocol.js fxForm). The runner keeps
these fx in catch-up frames (keepsState), holds the state-bearing events of the
battle on screen while the tab is hidden and delivers them with the first frame
back (re-entering from the field meta past HELD_MAX); screens/game.js buffers
them before a field is entered. A husk beaten while its stand-up clip plays dies
on the husk's clip. 幽灵 form cited from PRTS; 特战术师 flyer question recorded.
2026-10-03 04:27:24 +08:00
sganggs a1b1b1ae51 Open-source release 0.1.0: GPL-3.0, notices, README 2026-10-02 15:32:31 +08:00
sganggs 620f88c0d8 Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
  机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
  (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
  boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
  promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
2026-10-02 04:19:28 +08:00
sganggs 6464e4b46a Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
2026-10-01 19:08:23 +08:00
sganggs d4f868cd19 Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
2026-09-30 05:35:45 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00