Applied as-is. tools/ci.mjs runs the checks already listed in .github/workflows/ci.yml, in that order, and skips checkout, setup-node and npm ci. Children are spawned with process.execPath, not a shell. test/ci.test.js keeps the step list, smoke script, job env and package.json scripts in step with the workflow.
Tests: node --test test/ci.test.js — 8 pass, 0 fail. npm run ci was not run (it installs and runs the suite).
Applied as-is. All-mode verification runs the existing HeadlessJob in headlessSliceMs slices (8 ms on a real scheduler; synchronous when that value is not finite, including the virtual scheduler). The field still settles with the server digest. Sample mode still accepts the client result immediately and logs afterwards. A comparison error in all mode falls back to the server result. Dispose cancels the pending slice timer.
Tests: node --test test/match/verification-slices.test.js — 11 pass, 0 fail; node --test test/match/clientCombat.test.js test/match/clientCombat-review.test.js — 39 pass, 0 fail.
Applied as-is. BUILD_INPUTS now covers server/sim, shared and data as well as the page, so a restart after a simulation-only or data-only change is visible to an already-open page. The tag is still computed once per process. A page still waits until the match, including settlement, is over before it reloads, and a failed check still does not reload.
Tests: node --test test/build.test.js test/ui/build-runtime.browser.test.js — 8 pass, 1 skipped (the Chrome restart test; SP_E2E unset), 0 fail.
Applied as-is. When --refresh is set, a download that still fails after four attempts throws instead of returning the older cached file, so one build cannot mix a new table with an old one. --offline and a warm cache without --refresh are unchanged. Files already written to the cache stay; generated data/ and the previous report are left in place.
Tests: node --test test/build-data-refresh.test.js — 11 pass, 0 fail.
Applied as-is. initLang and switchLang record a request counter before the first await and apply a pack only when that request is still the latest. Choosing the language already on screen cancels an in-flight load. A failed latest choice still saves the preference and leaves the previous UI.
Tests: node --test test/ui/lang.test.js test/ui/i18n.e2e.test.js test/i18n-packs.test.js test/i18n-server.test.js — 29 pass, 0 fail. The Chrome suite in test/ui/i18n.e2e.test.js skipped (SP_E2E unset).
Applied as-is. A tab that is still choosing a reconnect token now answers another tab's query for the same candidate hashes, so a tab started during the 150 ms window cannot adopt a token the earlier tab is also considering. The smaller tab id still wins, and a tab that already holds the token keeps it.
Tests: node --test test/client-identity-session.test.js test/client-static.test.js — 319 pass, 0 fail.
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double,
one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE
operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids
the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them.
- sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's.
Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end).
- Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency).
- Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors,
typecheck, check:imports.
Windows' bsdtar fallback (no zip on the Actions Windows runners) now writes UTF-8 entry names (zip:hdrcharset=UTF-8), and the update tool's zip reader also takes Info-ZIP's Unicode Path extra field for names stored in the system code page. Test and maintainer-tool change only; nothing shipped changes.
- CHANGELOG 0.2.1 (2026-10-07): the streams' lines collected (新功能: the update package and MANIFEST.json; 规则(按官方):
联防 on the round's battlefield, 突袭 onto a teammate's half, full potential, the replace dialog for consumables,
the 外勤医疗 Touch, 凋亡, 贾维's 拉普兰德, the 频次 器物 / leader summons; 界面: the collapse arrow, 自选 picks in the bond
lists, flyers, enemy animations, the Touch card, Esc in the 自选 picker; 联机与大厅: battle messages while a battle
loads; 工具与开发: the update build, .gitignore), one intro paragraph.
- README: the dev warning under the title removed, the release badge, 「当前版本 0.2.1」; DESIGN's version line names
0.2.1 (§26) as the state described; §26's intro says when the dev line shipped.
- Tests: version, docs-consistency, docs-paths, package, i18n-packs, update-package, update-boot 80 / 80.
- tools/build-data.mjs applies every potentialRanks attribute step (COST, RESPAWN_TIME, ATK, MAX_HP, DEF,
MAGIC_RESISTANCE, ATTACK_SPEED) to the chess, elites, 补位 and 自选 units and picks talent / trait / module-talent
candidates up to requiredPotentialRank 5; summons take the owner's potential for their talents, not its stat steps.
data/chess.json, backups.json, tokens.json and the en / ja / ko / zh-TW data translations rebuilt; op-wang.js reads
her stock cap (8 at full potential). 刺玫 435 ATK / cost 15, 砾 16 s, 至简 70 s.
- No conflicts outside the golden files (regenerated). Golden vs HEAD: roster 49, bonds 46, fields 22, matches 18,
diy 133 (standins and diy-012 / diy-135…138 unchanged: no potential ranks or never hit). Union check against the
branch and the merge base: every scenario only the branch moved equals the branch, except roster-048 and
solo-ABYSS-2: at full potential a 频次 器物 is reached there (roster-048: one more enemy dies instead of leaking, 86 → 87
units), so R21H's hit count (data × hpMul ÷ supplyHpMul) applies where it did not before — with only that rule put back
(archetypes.js times as at the merge base) both equal the branch exactly.
- Tests: broad node --test 5147 / 5147; lint 0 errors.
- The 干员调配 overlay's capture-phase Esc closed the whole overlay while a 自选 picker was open (it only gave way to a
.modal; the picker is a .diy-pick section without its own key handling), so one Esc went back to the lobby.
- DiyPicker registers its own capture-phase Escape handler (calls onClose, as 取消 and the × do; skipped while a .modal
— the 导入 dialog — is open, which handles Esc first); loadout.js returns early on Escape while a .diy-pick is open.
The second Esc closes the overlay as before. Saved picks are untouched (the draft is dropped, as with 取消).
- test/ui/diy.e2e.test.js: a real-server browser test that needs no art (5阶 slot, then a 6阶 slot with Esc pressed in
the search field): the picker closes, the overlay and its four slots stay, sp.pref.diy is unchanged, the next Esc
closes the overlay. Fails on the parent (「Esc keeps the 干员调配 overlay」), passes here.
- Tests: SP_E2E=1 diy.e2e (the new test) 1 / 1; client-static, i18n, ui/diy*, ui/loadout* 369 / 369; eslint clean.
器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).
Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.
- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04
golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged.
Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js
duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends
— in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子
「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an
untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned
blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking.
Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the
R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before
the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8,
31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 /
B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its
2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16;
the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that
keeps blocking it (pins that operator for good).
Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in
its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of
a defeat); the other 282 scenarios unchanged.
Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s
guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass.
Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6,
docs/PLAYING.md, docs/SIM.md, design/engine.md.