Commit Graph
13 Commits
Author SHA1 Message Date
sganggs 2cb84bd084 feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META 2026-10-03 09:36:22 +08:00
sganggs 67e862d2b3 feedback1 WB: 战术决策 drawn with replacement like the 4 official drafts; R11 ally cards weighted by the screenshots
The user: "战术决策也按官方改成可以重复吧". The 4 official 战术决策 (R11 of
matches 7, 9, 18 and 20) show six cards each; match 7 offers 补给 twice.

- Every 战术决策 card is drawn on its own (with replacement), so the same
  card can come twice. choices.js tacticDraftCards / tacticCard.
- R11 (绝境 / 终极, the round of the screenshots; choices.json tacticDraft,
  build-data TACTIC_DRAFT): only the ally cards, weighted 1 + the official
  cards each showed on. All 24 official cards are ally cards (no 排斥 /
  责罚 / 裁决, no terrain card: about 0.04 % for the previous draw) and
  列装 / 财富 / 补给 / 整备 / 升华 made 12 of them (uniform: about 4.6).
  Other rounds (标准 / 险境, no screenshot) keep every card, uniform, with
  replacement too. The weights and the R11 terrain exclusion are assumed.
- The header is the official "进行协同调整,做好迎战准备。".
- Identical cards are separate cards: own index, own object; a pick
  applies its card once and leaves the twin pickable; two picks of a team
  card stack. Match / bot / overlay already go by index.
- Tests: official drafts vs data, generated R11 / solo / earlier rounds,
  a seeded draft with 补给 twice, co-op and solo E2E picks of twins, the
  bot, the overlay, and a headless-Chrome render (game-mock variant=tactic
  is now the official match 7 draft). Tests that drive given tactic cards
  lay them out explicitly. The 奥术 Final Assault test takes the first of
  a few seeds whose bots pair two 奥术 players (the draws moved seed 12).
2026-10-03 09:10:39 +08:00
sganggs bb6078efc2 feedback1 WB: R11 hunter events left open (the data's block order does not decide them); PLAYING 机变 row keeps the bounty payout with the bounty
The 7 seen R11 lists stay picked uniformly, assumed because that invents no list. By the blocks of
effectChoiceInfoDict, R11 would fire bounty_hunter_8..15 (beside artifact_paid_4/5 and hardbuff_select),
so the block order is no longer cited as support for '1..7'. 7, 8 or 9 events fit the 14 drafts about
equally; with 8, an unseen list would come in about 1 R11 bounty draft in 8 (open question).
2026-10-03 08:29:25 +08:00
sganggs 3b18376eb7 feedback1 WB: R11 bounty list drawn from the 7 seen lists; R9 group sizes stated as they are; official 机密商店 composition only at R11
- R11 悬赏决策: the list is one of the 7 seen lists, uniform (slots 7, taken as the events
  bounty_hunter_1..7, one block of effectChoiceInfoDict). No list is built from nothing any more;
  the rule only completes the 4 lists seen with 6 cards, so 12_8 / 16_2 / 16_6 come in about
  1 R11 bounty draft in 15 (14 drafts without one: about 39 %).
- R9: the groups hold 9, 9, 9, 9, 8 and 6 cards (comments, docs, test); match 4's base-only
  group may be a draft of another group (open). 58 -> 59 bounty drafts in the build-data note.
- 机密商店: shopDraft.rounds [11]. The official composition (VI, VI, V, 盟约之币 + 2) applies at
  R11 (绝境 / 终极, where the screenshots are); the earlier 标准 / 险境 shops keep the previous draw,
  any tier I-VI per card with replacement (repeats still possible, about 26 %).
- Tests: R11 slots / block order / never-shown rate, R9 group sizes, the non-R11 shop draw.
2026-10-03 08:09:39 +08:00
sganggs d1f8a49829 feedback1 WB: bounty drafts and the 机密商店 from 66 official screenshots (22 matches)
Bounty drafts: every 悬赏决策 event is a fixed card list and the draft shows
6 different cards of it, drawn with weight 1 + the official drafts of its
group the card showed in.
- R3: 9 of the 10 fixed sets seen (two new: 20_1 + 20_5, and one with 17_6);
  3 x I + 2 x II + 1 x III in 22 of 22. The unseen 10th set is built by a
  rule whose III is 10_6 or 20_6, the only two-battle cards no draft showed.
- R9: 6 groups of 9 cards, one per bossInitial event. The 鼠王 group came in
  14 of 22 matches (every grey-board match among them), so groups are picked
  by the matches they came in. Named bosses no longer always come together.
- R11: lists of 7 cards, the draft leaves out one (matches 1 / 6 / 21 / 22
  leave out four different cards of one list); 7 of 15 lists seen, the rest
  and the 4 partial lists' 7th cards built by rule. Families 14 / 4 / 4.

机密商店 (the user: "机密商店按官方改成可以重复吧"): choices.json shopDraft,
six slots drawn with replacement - VI, VI, V, 盟约之币 and twice
V / IV / III / 盟约之币, items weighted by the official cards they showed on.
A repeated item now comes in about 61 % of shops (official 3 of 4). Two
identical cards stay two cards (picks by index): E2E, overlay and a
headless-Chrome test (game-mock ?variant=shop, the official match 8 shop).
2026-10-03 07:42:20 +08:00
sganggs 7c13e38422 feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed
The official R11 bounty drafts are not a free draw under the old rule: matches 1
and 6 show the same 特异III giant and the same four tier-II cards and differ only
in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8,
11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards
in some pair of 5 drafts in about 2.5 % of samples.

- tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant +
  tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an
  unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per
  faction series 10-15). choices.json bountyDrafts.hunter gains slots (15),
  templates and rule. The R9 note now names the per-match explanation (leader,
  map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as
  extrapolated from co-op.
- server/match/choices.js: the hunter draft picks one of the 15 event slots: a
  seen group, or a rule group of that shape, then tier-I fill.
- test/match/feedback1-bounty.test.js: each official R11 bounty draft fits
  exactly one seen group and the rule shape; matches 1 / 6 share 5 cards;
  generated drafts: a seen group in about 4 of 15, every seen group and every
  R11 card offered.
- docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9
  open question.
2026-10-03 05:08:25 +08:00
sganggs 8ac1aaadbb feedback1 WB: bounty drafts follow the official R3 / R9 / R11 drafts (33 screenshots of 11 official matches)
R3 offers one of the official sets of six "接下来两场作战" cards (3 x I, 2 x II, 1 x III):
the 7 sets seen, the 3 unseen slots built by their rule. R9 offers a seen group of
named bosses filled to 6 with the cheap boss bounties and 源石虫·特训. R11 of 绝境 / 终极
is 悬赏决策, 机密商店 or 战术决策 (never 道具补给); its bounty is one 特异III giant and 5
"下场战斗" cards, one per faction series. Cards no official draft showed (the
multi-round cards, enemyeffect_3_*, five boss bounties) are no longer drafted.
The screenshot readings are a test fixture; tests check every reading against the
data and every generated draft against the official structure.
2026-10-03 04:43:44 +08:00
sganggs 5e6fe19a70 feedback1 WB: bounty drafts offer the cards of their half (late bounty enemies no longer in the R3 draft)
Player report #2: boss bounties, second-half specials and their upgraded copies
showed up in the first 悬赏决策 draft. A draft up to R7 (the official wave
generator's first half) now offers the 接下来两场作战 cards, a draft from R8 the
下场作战 and multi-round cards, with no tier window (the official late draft
screenshot shows boss bounties worth 1 to 6 together). choices.json cards.bounty
draftHalf, schedule bountyHalf; the mode's inactive enemy list no longer thins
the bounty draft (PRTS 11/18 note).
2026-10-03 01:38:33 +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 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 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