Commit Graph
9 Commits
Author SHA1 Message Date
xcdoge 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.
2026-10-08 19:08:27 +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 5024559028 feedback5 R3: docs and comments follow the split — DESIGN §2 and SIM.md list server/sim/battle/ and content/enemies/, SIM.md and research 08 name the new homes (archetypes.js frontGuard / ep / dmgZone / pollution, helpers.js areaAllies / zone / setForm, fly.js kitShell), code comments that pointed at moved code say where it lives now (enemies.js header, battle/blocking.js, battle/queries.js, sim constants / snapshot / units / ai / targeting / devices / bosses, shared constants / protocol, render style / interp); .git-blame-ignore-revs lists the two pure-move commits 2026-10-05 16:20:06 +08:00
sganggs 819a5ad4ea feedback3 WI: 乌尔比安 S3 【移动】 and 【返回】 are free redeploys, and the return clears his SP 2026-10-04 20:33:29 +08:00
sganggs f213347ff2 feedback1 integrate: WV a knocked-out operator keeps its tile and redeploys there; 突袭 never lands on it 2026-10-03 13:36:40 +08:00
sganggs 4e68100065 feedback1 integrate: form fx survive the render engine's stale-event drop; hidden-tab backlog compacted and flushed when a finished battle is shown; same-field re-entry buffered
- render/interp.js isCosmeticEvent: an fx with a form is state, never dropped as stale nor shed from a full queue;
  a late one switches the model without its telegraph, its closing clip shortened (render/app.js)
- battle/runner.js: a backlog past HELD_MAX keeps only the last status / skill toggle per unit; a battle that ended
  while the tab was hidden delivers its backlog and last snapshot when the tab is shown
- screens/game.js: a new field meta for the field on screen buffers its frames until the view re-enters it
- browser test stalls the main thread (blocking 1 s long tasks); Node tests drive the runner into the render buffer
2026-10-03 07:30:52 +08:00
sganggs 8de9002d1a feedback1f WV: the client draws a knocked-out operator on the tile it lies on
render/interp.js keeps the body tile of a b.snap `down` entry (row, col; only
when both are integers, so a 4-element entry is unchanged) and
render/units.js setDown moves the knocked-down view and its ring there: an
operator that fell on another piece's home lies on its own home (PRTS
卫戍协议/帮助 "…尝试返回其自身的初始位置"), and a view built from the unit's
deploy info (a field joined mid-battle) no longer stays on its first tile.

Tests: test/render/feedback1f-down-tile.test.js (fake PIXI, the sim's own
snapshot); opt-in test/render/feedback1f-down-tile.browser.test.js (real sim
frames in headless Chrome: drawn, picked and redeployed on its own home).
2026-10-03 07:16:34 +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