Commit Graph
10 Commits
Author SHA1 Message Date
sganggs 791640e717 feedback1 integrate: 卢西恩 and 锏 cast their area skills only with someone they can hurt (QA)
卢西恩's 【aoe】 and 锏's CircleAttack counted every ally in their radius, so an airborne 蒂比 alone in range set them off
and the blast skipped her. They count only allies a ground enemy does not evade (evadesGround).
2026-10-03 17:47:19 +08:00
sganggs 987126cc1a feedback1 integrate: WT 蒂比's 起飞 is 对地规避 - ground enemies no longer select or hit her while airborne
Conflicts resolved keeping both sides:
- buffs.js FLAG_KEYS: liftoff beside the integration's selfBound.
- Battle.js: targeting import union (extendedGrid + evadesGround); _blockerFor keeps the
  fenced-tile gate (WU) and adds liftoff; applyStatus keeps the 无敌 + 无法选中 refusal and
  adds the 对地规避 refusal.
- enemies.js: header DOT entry from WT with the integration's INVISIBLE entry; import union;
  enemy_1273_stmgun_2 keeps the integration's rewrite (it filters through canTargetAlly,
  which now includes liftoff).
- tier2.js 蒂比 comment: the integration's 受到伤害前触发 text plus the 起飞 line.
- tier5.js 隐德来希 血镰: liftoff flag with the integration's foesInRadius.
- SIM.md: blocking keeps the fenced-tile passage and adds air-only blocking while airborne;
  the 污染秽蚀 / 燃烧区域 sentence goes before the chimera aura; statuses keep both refusals.
2026-10-03 13:36:17 +08:00
sganggs 94a99a3b1a feedback1 integrate: no status on a 无敌 + 无法选中 unit; 余 S2 skips 自缚 units; 信仰搅拌机 S2 blocks with too few bullets
- Battle.applyStatus: a unit both invulnerable and untargetable takes no status from the
  other side (PRTS 无敌 "无法被不同阵营选中"), so the status carried by the hit that knocks an
  enemy out (妮芙 S2's fear, a 叙拉古 proc) no longer lands after its 重生 cleanse.
- Flag selfBound (自缚: 守墓石像's 转换模式, the 自缚 leaders, the 胄 parts' anchor): 余 S2
  never teleports such a unit (PRTS 余 S2 备注 "持有自缚的单位不视为可达目标").
- 信仰搅拌机 S2: with fewer than ammo_cost bullets the lethal hit is still blocked, every
  bullet goes and the skill ends; it steps aside while 坚固维式重锤's 不死 window holds her
  (PRTS 备注), replacing the [ASSUMED] no-guard rule.
2026-10-03 11:52:52 +08:00
sganggs a973bbe35f feedback1f WT: 起飞 review 2 — 暴虐兵长's 暴击 splash and the ticks of debuffs already on her reach an airborne 蒂比
PRTS 萨卡兹悖谬暴虐兵长 技能0 暴击 "对目标和周围4格的我方单位造成攻击力150%的物理普通伤害(无视无法选择,无视迷彩)":
the splash passes ignoreSelect. The ticks of a debuff a ground enemy put on her before she took off
(出血, 沙狱, the burning DoT, 淤困, 【自然涌动】) select nobody (PRTS 异常效果: 无法选择 effects only act on
selection), so they pass ignoreSelect too; a shot already in flight is still refused [ASSUMED].
Comments in tier2.js and SIM.md no longer say that nothing of a ground enemy damages her.
2026-10-03 09:07:51 +08:00
sganggs 6286448697 feedback1f WT: 起飞 review — only selections skip an airborne 蒂比
- A ground enemy's damage zone no longer ignores 对地规避: 集团军重型火炮's 燃烧区域
  ("碰撞不受迷彩制约,不可对空", 迷彩 only) skips her; only 【污染秽蚀】 ("无视无法选择") reaches her.
- Not selections, so they still reach her (ignoreSelect): 假想敌:铳's 【盲信之誓】 chains
  ("无视无法选择"), the 碎铳之簧 法术护盾 counter on its attacker (a direct pick, 无来源), and the
  刺胄之弹 / 斩胄之剑 / 破胄之锤 blasts (flying units, 无来源 DoT, credited to the ground 胄).
- One-shot areas of ground enemies skip her: 烹泉's death blast and steam slow, 鼠王's 沙狱
  (ATK cut + DoT), and “帝国的甲胄”'s entrance barrage (which now hits the next unit instead of
  wasting every shot on her).
- Tests: 5 new cases in test/sim/feedback1f-liftoff.test.js, all failing before this change.
- Docs: enemies.js / bosses.js headers, the evadesGround and DamageInfo docstrings, and SIM.md.
2026-10-03 08:15:52 +08:00
sganggs 80f5bf1930 feedback1f WT: 蒂比's 起飞 is 对地规避 — ground enemies no longer target or hit her while airborne
Official: ba.liftoff 起飞 "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义 起飞 "包含对地规避(无法被不同
阵营行动方式为地面的单位选中)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".

Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).

Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
  bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
  shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
2026-10-03 07:17:49 +08:00
sganggs f9f26cea52 feedback1b WI: static-body enemies are never pushed or pulled (B5: 薄绿 vs drones)
Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. PRTS 特殊机制 静态刚体:
such a unit "可以进入失衡状态…但物理层面上无法产生任何速度或移动", independent of
its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS
天赋, and so does the ground boss 盐风主教昆图斯.

- build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS)
  writes enemies.json `staticBody: true` on those 28 keys; data regenerated
- Battle._displaceable: a static body moves 0 tiles from every push or pull;
  the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters)
- 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋)
- ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体
  stay 失衡免疫 while they hover and movable once grounded
- tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the
  data list, and an audit of every displacement source against ground, static
  air, dynamic air, hovering and 胄-shell targets
2026-10-03 03:17:00 +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 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
  PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
  redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
  raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
  blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
  operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
  audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
  every browser suite green; dev recordings regenerated
2026-09-30 19:12:36 +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