Commit Graph
54 Commits
Author SHA1 Message Date
sganggs 0ae2fac2b1 feedback7: merge fb7-unbalance — the official 失衡 (UNBALANCE) after a push / pull (the idea of PR #392 by @xcdoge, re-implemented from PRTS): no walking, attacking or skills while it lasts; pushes by the 推力-位移 time table, pulls by the force window (0.5 / 1 s), static bodies 0.1 s pushed / the window pulled; 弧光锋卫 bleeds 400 / 0.066 s while unbalanced; the client slide uses the same time
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
  the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
  frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
  branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
  2 skipped); lint 0 errors.
2026-10-08 22:47:33 +08:00
sganggs 1db84d799d feedback7 R22-UNBAL: 失衡 review fixes — a pulled 静态刚体 is held for the pull's window, 弧光锋卫 bleeds 400 every 0.066 s while the state lasts, no enemy skill / blink / scripted move during it, a route APPEAR or a 逐火 重生 ends it, every push row holds its exact frames; golden: 32 move, 8 in outcomes (below)
Branch review of fb7-unbalance (MERGE AFTER FIXES):
1. A 静态刚体 pulled got the 0.1 s floor: _staticForce now knows push from pull — a push's force is instant (推与拉), so
   0.1 s; a pull's lasts its window (pullUnbalance: 1 s, 0.5 s below −1) — PRTS 特殊机制 静态刚体 「在失去施力后立刻」 out,
   「0.1 秒保底」. pull() checks the puller's own block before the static case.
2. 弧光锋卫 (PRTS 天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」, data unbalanced_bleed): a tick bleed of 400 every
   0.066 s while unbalancedNow holds; the per-tile one-shot from the position jump ([ASSUMED], UNBALANCE_SPEED) is gone.
   A 受力等级 0 push (0.8 s) → 12 hits = 4800 (was 2037), a 急停 pull with no movement (1 s) → 15 = 6000 (was 0), a
   wall-shortened slide keeps the 0.8 s row → 4800.
3. 失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」: enemies/helpers.js unbalancedNow; canCast(e, sil, battle) refuses while it
   runs (content skills; the boss parts' calls pass the battle), blinkForward returns null, 枯朽之种's dive / blast and the
   铳 / 碎铳之簧 charges wait, 乌顶巨角卢鲁's clash waits for its end. A route APPEAR relocation clears it (a forced state
   switch, 失衡位移机制). Left running on purpose (docs/SIM.md): 水遁忍者's damage check (异常效果 「仍然能正常造成伤害」), passive
   auras and terrain / periodic effects, death / damage-taken triggers, skill cooldowns, 弧光锋卫's bleed itself.
4. husk() (逐火 余烬 重生) clears the state like reborn().
5. The 35/30 row held 36 frames (t0 + 35/30 overshoots in floats): every check compares with 1e-9; the frames are asserted.

Tests: test/sim/unbalance.test.js +6 (exact frames 6 / 12 / 24 / 27 / 32 / 35 with the walk on the next frame; static pull
1 s / 0.5 s, push 0.1 s; 弧光锋卫 4800 / 6000 / 4800; canCast / blinkForward refused, 枯朽之种 held then diving; the elk's clash
after the state; APPEAR and a 逐火 重生 clear it — all six fail on the parent); enemies_bosses (失衡 kit test) and
feedback1d-solvent (BUFF damage) updated to the state bleed. test/sim + test/content + test/render pass. Docs: SIM.md
(push / pull row), PLAYING.md, design/engine.md (helpers, enemy AI), constants / displacement comments.

Golden against the previous commit — outcome moves: roster-010 (歌蕾蒂娅 pulls 妖怪 drones, now held 1 s: killed 44→45,
leaks 58→57), roster-040 (static pulls of 妖怪: killed 28→25, leaks 37→40, deaths 29→30), roster-043 / 044 (山: deaths 14→16 /
14→13), hidden-boss_9-pair (锏: boss HP 3636991→3586929), coop4-ABYSS-7 (ai_2 LP +1 from round 5), diy-115 (黑键: leaks
70→75), diy-116 (黑键: killed 2→3, leaks 121→120) — the static pulls (probe) and the 1e-9 end (a frame shorter where the float
sum overshot: the 35/30 row, some pull windows); other moves (damage / snapshots only): roster-008 / 017 / 039, 9 bonds,
boss-boss_4-pair / boss_6-pair / hidden-boss_10-pair, coop2-NORMAL-14-standins / coop2-NORMAL-3 / solo-ABYSS-1 /
solo-HARD-1 / solo-HARD-9-boosted / solo-NORMAL-1, diy-053 / 085 / 102.
2026-10-08 22:42:26 +08:00
sganggs 0ced21d321 feedback7: merge fb7-loadout — per-operator 潜能 (1–6) and 练度 (未精英化 / 精英1 / 精英2 / 精英2 Lv.60) set in 干员调配, defaults 潜能 6 and 精英2 Lv.60 (the owner's decision of 2026-10-08); PR #301 ported as one aligned list; #398 the skill frame, #400 REA-Y's heal text
- Conflicts (the branch started at ae22335c): the four i18n packs (union of keys), game.js DetailPanel props (ops + the
  voices' voice=true), detailPanel.js resolveDetail (cultOpts + the voices' tap), match/views.js (both helpers),
  docs/PLAYING.md and design/network.md merged line by line against the base. test/match/bosshp.test.js's ATK formula
  now includes the unit's 练度 multiplier (cultMul).
- Grok review: MERGE AFTER FIXES — the note and the module card at the set potential fixed on the branch.
- Golden: every owned operator ×1.1 ATK / DEF / max HP by default — roster 49, bonds 46, fields 22, matches 18, diy 134
  (stand-in battles and prototype picks unchanged). Broad node --test 5666 (0 fail after the bosshp formula; 2 skipped);
  lint 0 errors; typecheck; i18n strict clean (1152 msgids).
2026-10-08 22:35:33 +08:00
sganggs cdf2bd5c88 feedback7 R22-UNBAL: a pushed / pulled enemy is held in the official 失衡 (UNBALANCE) state — no walking, no normal attack — for the push's 位移时间 of its 受力等级 or the pull's force window; a 静态刚体 hit by a force gets the 0.1 s floor; the client's slide takes the same game time (idea from PR #392 by @xcdoge, re-implemented from the sources); golden: 69 scenarios move, 35 with kills / leaks / deaths / boss HP (below)
Seen: the sim moved a displaced enemy at once and it walked / swung again on the next tick; players compared with the
official game (PR #392: 「被推/拉完的敌人会先站住一小会儿再走」). Research (scratchpad report r3): PRTS 失衡位移机制 — a force > 0
puts an enemy in the UNBALANCE state machine with a 0.1 s 失衡硬直 floor, ending when its speed is ≤ 0.1 m/s, on 浮空 or a
forced state change; 异常效果图鉴/失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」; 异常效果 — not an abnormal status (水遁忍者's
check still runs); 游戏数据基础 推力-位移近似对应表 位移时间 (whole frames at 30 fps); 推与拉 拉力 「作用时间默认为 1 s;若本次受力
等级 < −1,作用时间改为 0.5 s」, 急停 keeps the state to the window's end; 特殊机制 静态刚体 (0.1 s 保底); 术语释义 浮空.

Now: constants.js PUSH_UNBALANCE {−2: 0.2, −1: 0.4, 0: 0.8, 1: 0.9, 2: 32/30, 3: 35/30}, PULL_UNBALANCE 1 /
PULL_UNBALANCE_WEAK 0.5, UNBALANCE_MIN 0.1. battle/displacement.js: push() holds for its level's row (the −2 correction
included), kept when the 特效 column or a wall shortens the slide [ASSUMED for the wall], the 0.1 s floor when a wall
stops it at the first step [ASSUMED]; pull() holds for its window whatever the travel (≤ −3: none; an enemy the puller
blocks: still no pull [ASSUMED, unchanged]); a 静态刚体 (data staticBody, not 失衡免疫 noDisplace) hit by force level
≥ −2 gets 0.1 s and no movement (_staticForce); _unbalance sets enemy.unbalanceUntil (a longer running one kept) and ends
the attack clip's stand. ai.js updateEnemy: no walking (恐惧 / 诱导 too — PR #392's fear exemption is not taken), no new
normal attack, a swing short of its frame cut, 浮空 clears it; a 重生 clears it (archetypes.js reborn). Not a stun: no
status, no immunity, SP and the attack cooldown run. No global skill lock: enemy abilities keep ticking ([ASSUMED] scope).
The move stays instant (the unbalanced() talents keyed off the jump unchanged). The displace fx carries `dur` (game s);
render/units.js slideTo divides it by ctx.animRate (2× default: a 0.8 s push slides 0.4 real s); DISPLACE_SLIDE·√D is
only the fallback for an fx without it. Not taken from #392: UNBALANCE_TRAVEL 0.6387·√tiles / the client's 0.3194 (derived
from the page's μ = 0.5 单位假设, one frame high on every push row, the wrong shape for pulls) and the fear exemption.

Tests: test/sim/unbalance.test.js (8: the push rows and walking after them; no attack in the hold, a feared enemy held;
the −2 correction's 0.2 s; 特效 / wall-shortened rows and the first-step floor; pull windows incl. the 急停 and ≤ −3; 静态刚体
0.1 s without movement, 失衡免疫 never; 浮空 clears; the fx `dur` — the file fails on the parent); test/render/unitview.test.js
(+1: the slide at 2× for a push and a pull, the fallback — fails on the parent); feedback1b-displacement B5 (the drone is
now held 0.1 s per force, never moved). test/sim + test/content + test/render: 3433 pass. Docs: SIM.md (push / pull,
displace, assumptions), PLAYING.md 推开 / 拉拽, research 13 §0 / §5.

Golden — every moved battle has pushes / pulls (probe of the callers) and its enemies are now held; outcome moves:
roster-002 (野鬃: killed 29→33, leaks 15→11), roster-003 (野鬃: deaths 3→7), roster-007 (薄绿: killed 110→118, leaks 53→47),
roster-008 (薄绿: 45→47 / 42→40), roster-010 (歌蕾蒂娅: killed 45→44, leaks 57→58), roster-011 (莫斯提马: 78→79 / 4→3),
roster-031 (钩索师 pulls, tier4: killed 64→72, leaks 12→4, deaths 6→5), roster-041 (钩索师: deaths 5→4), roster-043 (山:
deaths 15→14), roster-044 (山: killed 107→103, leaks 12→16, deaths 15→14); bond-deputShip-low (薄绿: 18→21 killed, leaks
3→0, deaths 1→0), bond-kazimierzShip-high (野鬃: deaths 3→2); boss-boss_3-pair (锏: p2 deaths 3→2), boss-boss_4-pair
(莫斯提马 / 歌蕾蒂娅: killed 11→12, boss HP 7442429→7375628, p2 leaks 2→1, deaths 19→18), boss-boss_6-pair (boss HP
6932482→6865243, p2 deaths 19→17), hidden-boss_8-pair (boss HP 12585770→12585798), hidden-boss_9-pair (锏: boss HP
3630612→3636991); standin-05 / 08 / 10 (预备干员-特种 pulls: killed 5→8 / 42→44 / 28→29, leaks down by 3 / 2 / 1);
diy-101 (傀影: killed 22→21, leaks 92→93), diy-114 / 115 / 116 (黑键: 106→99 & 83→90 / 154→156 & 78→70 / 3→2 & 120→121),
diy-137 (预备干员-特种: 68→79 / 79→68); matches through those battles — coop2-HARD-4, coop2-NORMAL-14-standins,
coop2-NORMAL-3, coop2-NORMAL-70-diy, coop3-ABYSS-5, coop4-ABYSS-7, solo-ABYSS-2 (LP 2→4 at round 10), solo-HARD-2
(ai_0 now survives round 13: eliminated 13 → alive), solo-HARD-9-boosted (LP 399→398), solo-NORMAL-1. Other moves (damage,
heals, snapshots only): roster-009/012/017/019/032/039/040/042/046, 13 bonds, boss-boss_2-pair, hidden-boss_10-pair,
standin-03, diy-053/084/085/102/103/108/109, coop2-ABYSS-10-boosted, solo-ABYSS-1.
2026-10-08 21:54:06 +08:00
sganggs 52f56319ac feedback7: merge fb7-gh-sim — PR #348 (take-the-highest chains), PR #293 (REA-Y in the engine), #329 ports (异客 13 tiles, 歌蕾蒂娅 net radius 1, 搅拌机 latest first, 大帝 uncapped), PR #365 (骨刺 forms + PRTS targeting), #298 (instant non-attack skills recast at most once per attack interval, attacks untouched), #364 (先兆者 shell 3×3), #220 (速射手 air first), 余 skips noStack bonds (owner)
- Conflict: docs/PLAYING.md 技能自动释放 bullet — both insertions kept (the 铁钳号 rule from fb7-owner-sim, the #298
  pacing sentence).
- Grok review: MERGE AFTER FIXES — the HIGH #298 finding (the cast replaced the due attack) fixed on the branch
  (db29acf9: per-skill nextCastAt; golden of #298 alone shrank from 84 scenarios to 2).
- Golden union: 4 matches differ from HEAD though the branch alone left them (coop2-NORMAL-3, coop4-ABYSS-7,
  coop2-NORMAL-8-serverrun, solo-HARD-9-boosted): HEAD's side had moved all four (#333's shop RNG …) and on those new
  bot paths the merged rules apply — the diffs are in-battle layer gains / damage (卡西米尔 50 → 45, 精准 80 → 76,
  叙拉古 176 → 168, kills ±2, solo-HARD-9 LP 397 → 399), no outcome change.
- Broad node --test 5571 (5570 pass, 0 fail, 1 skipped); lint 0 errors; typecheck.
2026-10-08 21:27:04 +08:00
sganggs f5595a7a31 feedback7: merge fb7-owner-sim — community reports via the owner: 白铁's 铁钳号 opens only the skills that act on it (圣约送葬人 spends and stacks), 伊内丝 S3 after a 突袭 jump, 引星棘刺 alchemy units as HP regen (不屈者 / 禁疗), 不可对空 effects spare flying allies (炎佑), 望's 跟子 at battle start, 香槟炸弹 unhealable / no HP loss (owner decision) and not set off by unrevealed 隐匿 or sleeping enemies
- Grok review: MERGE AFTER FIXES — the HIGH finding (skills opened on the device but spending nothing) fixed on the branch
  (69d791f9: skills.js allyTargetsOk, per-kit allyTargets flags).
- Golden union OK; broad node --test 5500 (5499 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 21:14:27 +08:00
sganggs dc609ea13f feedback7: merge fb7-ui-backlog — #229 device tooltips, #238 settings button in lobby / room, #138 准备 folds the shop, #120 in-match spectator roster (cap stays 2), PR #308 capsule counts (+ the shared-field progress fix), PR #333 empty new shop slot on 调度中心 upgrade
- Conflicts: the stats entry (merged fb7-stats) and the settings button both sit in the lobby / room top bars — both kept;
  public/js/ui/settings.js (#321 diagnostics, voiceLang, SettingsButton); docs/PLAYING.md table rows resolved line by
  line against the merge base (#368, #354, #333 edits kept); docs/SIM.md / design/network.md snapshot field lists
  (resolved + ammo / wolves / neg / stand / standCut); design/client.md Screens line (#368's AI switch kept).
- Grok review: MERGE AFTER FIXES — the shared-field capsule finding fixed on the branch (1a880699).
- Golden: roster 23, bonds 2, fields 11, matches 18, diy 11 — #308 totals / snapshots and #333's shop RNG (union OK);
  broad node --test 5473 (5472 pass, 0 fail, 1 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 20:56:20 +08:00
sganggs 69d791f9c6 feedback7 R22-OSIM: a skill that 白铁's 铁钳号 opens now acts on it — 蕾缪安 S3 / 艾丽妮 S3 / 陈 S2 / 引星棘刺 S2 spend on it, skills that pick enemies only stay closed; golden: unchanged
Grok's review of the 铁钳号 change (HIGH): the device opened every non-heal skill, but kits that pick their victims
with enemiesInKeys only were spent on nothing — 蕾缪安 S3 went active with 0 locks, 艾丽妮 S3 and 陈 S2 struck nothing,
引星棘刺 S2 threw at the empty far tile. Audit: every skill of every chess (loadouts) and of the 自选 pool, placed with
only the device in range; of the 351 skills the device opened, 67 never touched it.

- skills.js `allyTargetsOk`: the device counts for a skill's start only if the skill acts on it — SkillSpec
  `allyTargets` (true / false) from the kit, else [ASSUMED] a skill acting through the unit's own attacks (timed and
  still attacking, or a cast that is the next attack) on a unit that attacks. An onStart-only cast or a no-attack timed
  skill picks enemies itself and waits for one (德克萨斯 S2 剑雨, 锡人 S1/S2, 铃兰 S3 … about 50 skills).
- Spend on the device (allyTargets: true; its kit cancels the hits, its 受击回复 counts): 蕾缪安 S3 locks it and spends
  her bullets (ammoUsed, so the per-bullet layers come) and shells it; 艾丽妮 S3 strikes it; 陈 S2 draws on it after
  every enemy; 引星棘刺 S2 throws onto it and its pulses hit it. queries.js allyTargetsInRadius for their areas.
- Explicitly closed ([ASSUMED], allyTargets: false): 普罗旺斯 S2 (never shoots above 80 % HP), 卡涅利安 S1 (charged: no
  attack), 山 S2 (blocked enemies), 余 S2 / S3, 迷迭香 S3 (blocked only), 荒芜拉普兰德 S1 / S2 (drone locks), 淬羽赫默 S1–S3
  and 遥 S1–S3 (heal attacks), 机械师 S3, 珊比 S2 / S3, 陈 S3 / 艾丽妮 S2 (their guards already refused).
- 雪猎's empty-magazine cast back to enemies only (its S2 does not act on the device).
Re-audit: 281 skills open on the device alone and all act on it (蕾缪安 S3 through her locks); none of those that
acted on it before stopped. Docs: SIM.md, design/engine.md, PLAYING.md.

Tests: test/content/feedback7-allytarget-kits.test.js (5; all fail on the parent).
2026-10-08 20:53:24 +08:00
sganggs cf98f4c3f8 feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
  public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (7a33bc7e).
- Golden: diy-073 / diy-074 (fx counts only; union OK); broad node --test 5442 (5441 pass, 0 fail, 1 skipped); lint 0
  errors; typecheck.
2026-10-08 20:51:11 +08:00
sganggs ec0a2fc669 feedback7 R22-LOADOUT: the battle takes each operator's potential and 练度 from its spec entry; golden: unchanged
A PlayerBattleInput operator entry may carry `potential` (潜能 1–6) and `cultivate` (练度 0–3, the 自持有 bonus) —
the player's 干员调配 settings (the owner's decision of 2026-10-08). Specs without them field what 0.2.1 fielded, so
no golden scenario moves here; the match states both next.

- shared/loadoutRecord.js: a resolved loadout carries `potential`; loadoutRecord composes the record at it first
  (shared/potential.js atPotential), then the skill / module as before.
- server/sim/simdata.js: getChess(id, { …, potential }), getDiy(slot, pick, potential) (an owned 自选 pick's form at it;
  a prototype has none — `diyProto` on its record, shared/diy.js), getToken / getDiyToken compose the owner variant at
  the owner's potential (talents; a 自选 summon's deploy limit / holding / count); the per-battle loadout view keeps it
  per unit; DataSource.cultivateMul reads the effects.json CHAR_MAP record's char_attribute_mul.
- battle/players.js: `potential` composes the def (never a stand-in's); `cultivate` sets unit.cultMul — ×ATK / ×DEF /
  ×max HP in the unit's Πmul (units.js), a multiplier of its own, never summed with the 直接乘算 percentages (PRTS
  盟约记录 「…与自持有干员的属性加成独立」); a stand-in, a prototype 自选 pick and a summon take none [ASSUMED for summons].
- spec.js keeps both only when well-formed (never on a stand-in or a summon); content/index.js passes the potential to
  the loadout sync; the kits that read a summon variant raw (content/tokens.js ownVariant, summoner.js tokenStat,
  多萝西, 麦克尼斯特) compose it at the owner's potential; UnitInfo carries `potential` (below 6) / `cultivate`;
  unitStatsEntry counts the 练度 in the unit's own numbers (no green delta for it on the card).
- Docs: SIM.md §2 (Πmul), §9 (UnitInfo), §12.
- Tests: test/sim/potential-battle.test.js (new, 6): a unit at each potential (刺玫 413 / 17 / 70 s and 8 % at 潜能1;
  the elite on 不装备), the four 练度 tiers and their product with a +20 % ATK bonus, HP at deployment and the card's
  numbers, stand-in / prototype take neither and an owned 自选 pick both, Mon3tr / 望's 棋子 / “小自在” at the owner's
  potential, the spec round trip (kept, dropped, the JSON spec gives the same result digest), two players with the same
  chess at different settings on one field; test/sim/loadout.test.js expects the resolved loadout's new fields.
2026-10-08 20:38:08 +08:00
sganggs 6d6fbe9277 feedback7 R22-OSIM: 伊内丝 S3 starts again on a 突袭 landing (keepSp no longer overwrites the charge a free skill gets at every deployment); golden: unchanged
Community report relayed by the owner: 伊内丝激活突袭瞬移以后3技能被吞. The 突袭 jump retreats the operator,
which ends her running S3 独影归途 (PASSIVE, spCost 0, "部署后…", cast by her kit's deploy hook), and
redeploys her with keepSp (activity_table bondeffect_raid "保留技力立即再部署"). The snapshot taken after
the retreat held 0 charges and was written over the charge reset() had just given the free skill, so
the landing's activate('deploy') failed and S3 never ran again. keepSp now applies to skills that cost
SP only; 伊内丝 S2 (27 SP) keeps a full charge and a partial bar as before. The other free skills set
activateOnDeploy and were already running at that point (not affected).

Tests: test/content/feedback7-ines-raid.test.js (2; the S3 one fails on the parent).
2026-10-08 19:36:35 +08:00
sganggs 37e45e362e feedback7 R22-OSIM: 白铁's 铁钳号·原型机 counts like an enemy for a non-heal skill's automatic start; golden: unchanged
Community report relayed by the owner: 圣约送葬人 hitting 白铁's device spent no bullet and gained no layer.
Our attacks already selected the device (Battle.setAllyTarget, damage cancelled), but every skill start
condition counted enemies only, so her MANUAL ammo skill (DEFAULT) never opened. The owner's rule of
2026-10-08: a registered ally target in range counts like an enemy for a non-heal skill's auto start.

- skills.js `_allyTargetIn`: DEFAULT (about to attack, the initial range; SEARCH / ACTIVE_RANGE through
  it), CUSTOM_RANGE, SKILL_RANGE, GDGLOW_SKILL_2 (anywhere) and the content trigger ranges. Heal skills
  never count it (禁疗). It stays out of enemiesInKeys / canTargetEnemy.
- 雪猎's empty-magazine S2 cast counts it too; allyTargetsInKeys takes a Set of tile keys.
- 白铁™多功能平台 stays no target. Kits whose own selectors pick enemies (陈 S3, 艾丽妮 S2 guards,
  蕾缪安 S3 locks) are unchanged.

Tests: test/sim/feedback7-allytarget-cast.test.js (4; 3 fail on the parent).
2026-10-08 19:36:35 +08:00
xcdoge b4bc89ad4e feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged 2026-10-08 19:30:36 +08:00
IceCodeNewandConvey123 8ae891f1f3 feedback7 R22-HUD: the HP bar shows the ammo skill's rounds as yellow cells (隐现 S2: 14), 伺夜's 狼影 left as diamonds and 斩业星熊's 我执 pool as a red bar — one snapshot change for PR #303 and #378 by @IceCodeNew and PR #383 by @Convey123; golden: unchanged
The three PRs patched the same snapshot and HUD lines (Grok's review: do not merge three diffs), so this is one design
built from their code and tests; IceCodeNew is the commit author (#303, #378), Convey123 co-author (#383).

- b.snap gains three optional, display-only lists beside the unchanged 9-field tuples (snapshot.js ammoView / wolfView /
  negView, called from battle/events.js snapshot(); a living, deployed, visible ally, only when it has one):
  ammo [[id, rounds left, magazine]] (whole rounds; the magazine is the activation's real total that unitTuple's SP
  fraction runs on, extras and refills included), wolves [[id, 狼影 left, talent maximum]] (mem.shadows of the new
  mem.wolfCapacity, set by tokens.js wolfPack and the managed vigil kit), neg [[id, fill]] (unit.negFill(), a function
  op-hsgma2.js sets: the pool is read when the snapshot is taken, no per-tick sync). UnitInfo.ammoSkill (an ally whose
  skill is an ammo magazine) is known from the first appearance: fx events run before the frame's sample, so the aura
  cannot wait for the first ammo row.
- render/interp.js keeps the lists per snapshot (malformed rows / unknown ids dropped) and sample() hands them out from the
  older snapshot like flags (they step with the skill flag); render/units.js draws them: the ammo magazine replaces the
  SP bar (a cell per round, thin cuts, exact fill, no cuts under 2 px a cell), a row of diamonds under the bars for the
  wolves (the element gauge row moves below), the red bar over the drained HP bar for the pool. An ammo skill draws no
  standing aura (rings.js _aura; the activation burst stays).
- PR #378's wolf-head avatars are NOT taken: the count is data (the talent text 至多3只, mem.shadows), the HUD art of the
  official counter is in no game data we have, so the pips are plain diamonds [ASSUMED look]. The PRs' own tests are
  folded in and extended (test/sim/hud-readouts.test.js, test/render/hud-readouts.test.js, op_hsgma2.test.js).
- Docs: network.md, SIM.md §9, client.md, PLAYING.md, types/core.js.
- Golden: unchanged (283 scenarios; the canon hashes units / down / elem only, no sim state moved).
- Tests: 4 + 14 new + 1 in op_hsgma2 (12), all fail on the parent; 344 related tests pass; lint 0 errors, typecheck,
  check:imports, docs tests.

Co-authored-by: Convey123 <Convey123@users.noreply.github.com>
2026-10-08 19:22:08 +08:00
LimitlessHPPK 5a50f7b5fa feedback7 R22-GHSIM: the module trait line 「攻击范围内存在N名及以上敌人时攻击速度+X」 (REA-Y: 圣约送葬人, 隐德来希) is applied by the engine instead of the two kits — on and off on the tick the count changes; a scan of every chess, 补位 and 自选 loadout shows no other operator gains it (PR #293 by @LimitlessHPPK); golden: unchanged
The contributor's code (server/sim/content/traitMods.js, the battle/players.js _setupUnit wiring after kit.install, the
crowdAspd removal from shared/tier5.js and the two kits, test/sim/trait_attack_speed.test.js), applied from PR #293, so
they are the author of this commit. Maintainer additions: the coverage lock also scans the 补位 stand-ins (266) and every
legal 自选 combination (pool operator × slot form × skill × non-other-mode module) — none gains the rule; 黑键 / 维伊
MSC-Y 「拥有已储存的攻击能量时,攻击速度+30」 (their 自选 kits own it) is listed as kit-owned instead of 'unknown'; the
comment's history note named a commit this repository does not have, and its line-number references are now names;
docs/ARCHITECTURE.md and kits/README.md name the file.

Official: battle_equip_table uniequip_003_excu2 (display trait + hidden talent attack_speed 12, trigger_cnt[equip] 2) and
uniequip_003_etlchi (trait attack_speed 12, cnt 2), both 「攻击范围内存在2名及以上敌人时攻击速度+12」; 仇白's
uniequip_003_qiubai carries the same sentence on her named talent, which her kit keeps reading (not seen by the engine).

Before: shared/tier5.js crowdAspd polled every 0.2 s and gave a 0.3 s buff — measured +12 0.167 s after the second enemy
arrived and 0.267 s after it died (scratchpad repro); now one tick each. Golden: unchanged (no sampled snapshot moves).
2026-10-08 18:56:12 +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
siruimei07 3356b340a7 feedback7 R22-GHSIM: three or more overlapping 同名效果取最高 applications resume strongest first — the middle one no longer drops out when the strongest ends (GitHub #342, PR #348 by @siruimei07); golden: diy-059, diy-122, diy-123, diy-124, diy-133, diy-138 move
The contributor's code (status.js _applyValuedStatus and both test files, applied as written from PR #348), so they are
the author of this commit; the maintainer side added the 同名效果取最高 label back to the JSDoc and a docs/SIM.md line.

buff.data.tail held ONE waiting application (the later-ending one): a third, weaker but longer one replaced a middle one
that was still running, so when the strongest ended the effect jumped to the weakest (#342: 30 % / 25 % / 20 % 减防 —
DEF 1000 → 700 → 800 instead of 750 → 800 → 1000). The tail is now a chain ordered by strength (decreasing) and end
(increasing): a weaker application is inserted in it, a stronger one takes over with the old value and its chain behind
it, an equal refresh trims waiters that end before it, and an expiry resumes the next live waiter with the rest of the
chain. removeStatus / removeBuff still drop the whole chain; two-application data shapes are unchanged.

Golden: six 自选 battles that stack three same-name applications on one unit — diy-059 / diy-122 / diy-123 / diy-124
(庇护 from several operators), diy-133 (Mon3tr's ASPD talent buff talent:monstr:aspd), diy-138 (脆弱) — the middle
application now resumes.
2026-10-08 18:48:26 +08:00
Cloudnyco ae22335cfe feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- 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.
2026-10-08 18:35:55 +08:00
sganggs 26c72a6d95 feedback6: merge R21B — 联防 plays on the round's battlefield again, its terrain, crates, water, devices and runes as in 0.1.4 (the owner's report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub #244's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields 2026-10-07 17:54:16 +08:00
sganggs 75202776cc feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory) 2026-10-07 17:40:03 +08:00
sganggs cfd3c67281 feedback6 R21A: a 突袭 member may land on a teammate's half when both halves of the field are taken — the two-helper 联防 field and the Final Assault / Hidden Core pair field (the owner's decision of 2026-10-07): Battle.onFieldBoard (onOwnBoard of any player of the battle) read by raidTile only; a lone 联防 helper's empty half, a solo boss field's other half and the hand / 临时整备区 rows stay closed, every other landing rule kept, 乌尔比安's S3 【移动】 keeps onOwnBoard; golden: 8 moved, each parting from the parent at a member's first landing on its teammate's half (checked tick by tick with the parent instrumented) — fields boss-boss_2 / 3 / 4 / 5 / 6-pair and hidden-boss_8 / 10-pair (the right player's 缄默德克萨斯 / 伊内丝 / 仇白 / 耀骑士临光 on the left player's half, 1–7 landings per battle, the first 0.3–39.8 s in), matches coop4-ABYSS-7 (round 6's two-helper 联防: ai_2's 斯卡蒂 on ai_1's half at 52 s; only ai_1 / ai_2 dmgDealt move, 8263 between them); unite-2 unchanged (its two landings stay on their own half)
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).
2026-10-07 17:09:39 +08:00
sganggs ef25c03525 feedback5 R19E: an enemy finishes its attack clip after its block ends — the 鸭爵 swap's 流泪小子 no longer walks on the tick its strike stuns its blocker (community report of 2026-10-07 「哭狗瞬间隐匿没有后摇」, GitHub #214 by @FrogThai); golden: 216 scenarios move
ai.js enemyAttack set the post-strike stand only for an unblocked ranged enemy (`!e.blockedBy && radius > 0`), so a
melee enemy released by its own strike walked on that very tick. 流泪小子 (enemy_2034_sythef_2, the strategy's version;
「泪眼汪汪」 / 「哭狗」 in the reports) stuns its blocker with every hit, the stunned blocker lets it go and its 隐匿 is
back 0 s later: on 0255afd it walked off the tick of each strike (four non-attacking walls in a lane: 8 stuns, 19.8 s
隐匿 / 9.0 s revealed, leaked at 28.9 s). PRTS 状态机: an enemy's ATTACK state 「每帧检查异常状态…攻击结束后回退到MOVE状态」
and COMBAT 「逻辑同ATTACK」 — only a character's COMBAT 「检测到不存在阻挡对象时强行切回IDLE状态」 — so an enemy finishes its
attack when its blocker goes. Now every enemy stands for the rest of its clip after a strike (attackStand; a blocked one
never walks, so it shows only when the block ends meanwhile: its blocker stunned or knocked out by that strike, or
gone); a stun / freeze / sleep / 浮空, leaving the field and, new, a displacement (失衡, Battle.displace) end the stand.
流泪小子 now stands 0.8 s (its 1.567 s clip, strike at 0.767), 隐匿, and a blocker whose stun ended often takes it over
again: the same lane 13 stuns, 29.1 s 隐匿 / 12.8 s revealed, leaked at 42.0 s.

Checked and official, unchanged: a stunned operator blocks nothing (gamedata_const ba.stun 「无法移动、阻挡、攻击及使用技能」,
PRTS 异常效果 STUNNED 「无法攻击、释放技能、阻挡敌人类单位」 — the keeps-blocking hypothesis is wrong); 隐匿 back 0 s after a
block (PRTS 流泪小子); moveSpeed 0.8 × the level's moveMultiplier 0.5, interval 2.0 s, stun 3.5 s, MELEE (enemy_database;
PRTS 盟约记录 鸭爵 备注: 4500 HP, 3.5 s stun, 隐匿 kept); the cooldown runs on the walk, so a new blocker sees the swing at
once and the strike after the 0.767 s wind-up; a bot teammate's 鸭爵 swaps into a human's battles, the Final Assault and
the Hidden Core too (「你和队友遭遇的部分敌人」), on the replaced enemy's route.

Golden — traced in lockstep against a copy of the parent: in each of the 199 battle scenarios the first differing tick is
an enemy standing out its clip after a strike where the parent walked on; every moved match has such stands in an
earlier or the same round. roster 41 of 49 (all but -003, -005, -009, -018, -019, -025, -035, -049); bonds 21
(deputShip-low, emptyShip-low / -high, indomShip-low / -high, investShip-low, kazimierzShip-low / -high,
kjeragShip-high, lateranoShip-high, miraShip-high, raidShip-low, sargonShip-high, siracusaShip-low, soloShip-low /
-high, suntShip-low / -high, swiftShip-high, visiShip-low, yanShip-low); fields 13 (all but boss-boss_1-solo,
boss-boss_2-pair / -solo, boss-boss_6-solo, boss-boss_7-pair / -solo, hidden-boss_8-solo, hidden-boss_10-solo,
unite-1); matches 17 (all but solo-HARD-9-boosted); standins 10 of 10; diy 114 of 138 (all but -011, -012, -018, -020,
-025, -027, -029, -031, -033, -047, -053, -077, -080 … -082, -086 … -088, -091 … -093, -098, -108, -123). The
displacement rule alone moves one roster scenario.

Tests: test/sim/feedback5-attack-clip-rest.test.js (5; the four behaviour tests fail on the parent, the data pin passes
on both); test/sim (745), test/content + feedback1-ducklord (2030), test/match (593) pass. Docs: CHANGELOG 0.2.0 规则
(按官方) and 核实后不是问题, docs/history/0.2.0.md §25.22.6, docs/SIM.md, design/engine.md, DATA.md.
2026-10-07 12:56:12 +08:00
sganggs 9123e76509 feedback5 R19A: a stunned or frozen enemy is blocked by contact where it stands — an operator redeployed beside a frozen 隐匿 enemy blocks it and so reveals it (GitHub #232, @ccyl; the repro and the cause by @kukiC); golden: 52 scenarios move
ai.js updateEnemy returned on `stunned && !e.hidden` before the contact check (Battle._checkBlock), and 冻结 / 沉睡 / 浮空
set `stun` too, so a held enemy was never checked: an operator redeployed or deployed beside it, a slot freeing up or a
push / pull into contact with a stun all waited for the status to end (0.1.4 had it too). PRTS 异常效果: STUNNED / FROZEN
stop the enemy's moves and attacks and hold no 不可阻挡 (BLOCK_FREE), which SLEEPING / LEVITATE do; 术语释义 冻结 names no
block; 作战机制 §碰撞体积与位置识别: an operator deployed onto an enemy blocks it, a standing one included. The held branch now
runs the same check before it returns (no move, no attack, as before): _checkBlock still refuses 沉睡 / 浮空 / 恐惧 /
不可阻挡, an enemy held short of contact is blocked only once it walks in (the same point as without the status), and the
3 s 隐匿 window after a block's end is unchanged. A block the held enemy already holds is still not re-checked (a reborn()
重生 keeps its blocker, as in 0.1.4: noted as open in §25.22.1).

Golden — in each scenario the first divergence is a stunned or frozen enemy blocked during its status by an operator or
summon it touched with a free slot (traced one by one with an instrumented copy): roster-003, -014, -015, -016, -017,
-018, -019, -031, -036, -038, -040, -041, -045, -046, -047; bond-indomShip-high, bond-kazimierzShip-high,
bond-raidShip-low, bond-siracusaShip-low, bond-suntShip-low; boss-boss_3-solo, boss-boss_4-pair, boss-boss_7-solo,
hidden-boss_8-pair, hidden-boss_9-pair, hidden-boss_10-pair, unite-2; matches solo-FUNNY-1, solo-NORMAL-2, solo-HARD-2,
solo-ABYSS-1, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy; diy-003, -004,
-026, -034, -035, -056, -057, -065, -066, -070, -071, -094, -095, -101, -102, -103. standins unchanged.

Tests: test/sim/feedback5-frozen-reblock.test.js (9; the four #232 cases and the 晕眩 / 冻结 capacity cases fail on the
parent). Docs: CHANGELOG 0.2.0 规则(按官方), docs/history/0.2.0.md §25.22.1, docs/SIM.md (§1.2 Blocking, stun, freeze),
docs/design/engine.md, docs/PLAYING.md.
2026-10-07 11:22:27 +08:00
sganggs 9738bb829a feedback5: 乌尔比安 knocked out while his S3 has moved him lies and redeploys on his deployment tile, not on the anchor tile — the owner's decision of 2026-10-07 on community report 28 「乌尔比安3技能期间死亡会留在3技能位移后的位置复活,应回到初始部署位复活」, a deliberate deviation from PRTS's "where it fell" for this 【移动】 only; golden: unchanged (the corpus moves him 23 times and knocks him out 6 times, never while moved)
- server/sim/units.js `downAtHome` (false), cleared by every deployment (battle/deploy.js _deploy).
- kits/ops/chess_char_5_05-ulpia.js sets it once the S3 【移动】 has put him on the anchor tile; onEnd clears it when the
  skill ends with him standing (the 【返回】); knocked out, it stays for the body.
- sim/battle/tiles.js _layBody: a unit holding it lies on its home tile (his board placement, where the 从不混淆的方向
  stood) when that tile is in the rect and free — else where it fell [ASSUMED], the PRTS exception's one attempt; the
  timed redeploy, 不屈's and CB1's 复活 (M3茧甲 / 埃芒加德: at once, free) all come back there (restTile), b.snap
  `down` names it. Every other moved operator (a 突袭 jump, other kits' 【移动】) keeps "where it fell".
- Test: test/sim/feedback5-ulpia-revive-home.test.js (3) — knocked out during S3 he lies at home, the anchor tile free,
  and redeploys there; revived at home by M3茧甲; control: after the 【返回】 and for a 突袭 member the PRTS rule holds. The
  first two fail on the parent (he lay and stood up on (10,7)); the third fails there only on the missing field.
- Docs: DESIGN §25.17.3 (the decision, marked as the owner's deviation; the §25 intro's decisions of 2026-10-07),
  docs/SIM.md §1, DESIGN §5 (design/engine.md DP / knocked-out line), docs/PLAYING.md 作战 row.

Gate: non-browser suites 5024 / 5024, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 04:04:41 +08:00
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).

Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:54:35 +08:00
sganggs d841d6ac22 feedback5: merge CB3 — community reports (operator kits): 砾's normal attack hits twice at 50 % 伤害倍率 (a 频次 enemy loses 2), 乌尔比安's S3 moves only onto his own board (never behind the one-helper 联防 map's red gate nor onto a boss field's other half), the 「受到攻击时」 counters answer every enemy damage instance (菲莱 S2 on 深溟巢涌者's pulse, 星熊, 泡泡, 刺玫, 余, 玛恩纳, 年, 斩业星熊), an in-place 复活 restarts a deploy-timed skill so a 突袭 member jumps at once, 银灰's normal attack plays its own impact (and 雷蛇 / 初雪 / 圣约送葬人 drop a skill mode's sound); five reports pinned; §25.17 between CB2's §25.16 and CB4's §25.18; data/assets.json lists 银灰's impact (p_imp_spear_n.mp3 fetched); golden: vs feedback5 CB3's own rules — roster-002/004/005/008/010/012/016/024/033/044, bond-indomShip-low/high, bond-kazimierzShip-low/high, bond-lateranoShip-low, boss-boss_2-solo, boss-boss_4-pair/-solo, hidden-boss_8-pair/-solo, hidden-boss_9-solo, diy-051, matches solo-FUNNY-2, coop2-NORMAL-3, coop4-ABYSS-7, coop2-ABYSS-10-boosted; vs CB3 exactly what feedback5 changed since its base (CB2, CB4, CB5)
The merge:
- server/sim/battle/players.js: CB3's onOwnBoard hunk is byte-identical to CB4's (git kept one); its comment and
  docs/SIM.md's onOwnBoard row now name 乌尔比安's S3 【移动】 next to the 突袭 landing (DESIGN §25.17.2 / §25.18).
- test/sim/facing-invariance.test.js: CB3's scenario setup (onOwnBoard off on the open field) and the CB4 merge's
  突袭 test (its enemy inside the board) merged cleanly, both kept.
- data/assets.json: CB3 had regenerated it offline without 银灰's entry (his official impact file was not on disk);
  `node tools/fetch-assets.mjs --add-only` (shared public/assets, add-only) downloaded p_imp_spear_n.mp3 — 8.8 KB,
  the only new file (ok 1, skipped 7968; the 117 misses are the known upstream gaps) — and rewrote the manifest.
  Field-wise JSON compare with CB3's manifest: only audio.sfx.units.char_172_svrash = { hit: p_imp_spear_n } plus hash
  and stats (files / bytes / sfxUnits +1); against feedback5: CB3's four operators (银灰 now the spear impact and no
  S3 swing, 雷蛇 / 初雪 / 圣约送葬人 without the skill-mode impact) plus hash / stats. §25.17.6 says so.
- docs/history/0.2.0.md: §25.17 placed in order, the intro's per-stream list and workstream list name CB3.

Golden moves outside CB3's commit list: coop2-NORMAL-3 fields 砾 from round 3 (her double hit) and 刺玫 in rounds 4-7
(instrumented); solo-FUNNY-1 (in CB3's list through the counters) fields no counter operator on feedback5's path, only
砾, whose two half hits change no kill, leak, LP or end stat there, so its digest stays.

Gate: non-browser suites 5003 / 5003, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:41:48 +08:00
sganggs 6ed3aed335 feedback5: merge CB4 — community reports (enemies / bosses): a 突袭 member lands only on its own player's board (never a boss field's hand / 临时整备区 rows nor the other half of a 联防 or boss field), a silenced 萨卡兹枯朽战士 leaves no 污染秽蚀, 萨卡兹穿刺手's acceleration ends with a stun or 束缚 and its first hit after a block adds move speed × 600 as its own instance, 自制投石机 ignores its block when it picks a target (no attack on the 排气格栅's hidden blocker), the briefing types' 7–9 waves, 新硎's 断刃, a freed prisoner in 联防, 鸭爵's 0–2 swaps and the moving leaders' routes pinned, four reports not reproduced; §25.18; golden: vs feedback5 CB4's own rules — roster-016, boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair, standin-04/06/08, diy-028, diy-124, matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop2-HARD-4, coop4-ABYSS-7, coop2-NORMAL-8-serverrun; vs CB4 exactly what feedback5 changed since its base (CB2's roster 13 / bonds 7 / fields 6, CB5's 18 bot matches)
Merge fix: test/sim/facing-invariance.test.js — the 突袭 rotation check put its enemy on the board's top row (9, 9),
so the facing-RIGHT landing tile it expected, (8, 8), lies above the player's board, where CB4's onOwnBoard rule (the
official 再部署 goes where the player deploys; community reports 40 / 16.3) now refuses it; the member landed on
(10, 8). The enemy stands at (10, 6), inside rows 9–12 / cols 2–10, so all four diagonal tiles are candidates in every
direction and the test checks the facing tie-break as before. It failed on fb5-cb4 itself (the stream did not run the
file). The §25 intro's stream lines joined into one sentence again.

Golden moves outside CB4's commit list are its rules on feedback5's paths (instrumented): solo-HARD-1 and solo-ABYSS-1
now have silenced 枯朽战士 deaths (8 / 15) and 突袭 candidates the own-board filter refuses; coop2-ABYSS-10-boosted,
coop2-NORMAL-3 and coop2-NORMAL-14-standins (in CB4's list) have no silenced 枯朽战士 death on this path, and their
digests are identical with the own-board filter switched off (the refused tiles were never the chosen ones).

Gate: non-browser suites 4968 / 4968, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok, docs-consistency + docs-paths 31 / 31.
2026-10-07 03:21:57 +08:00
sganggs 9b164fdc66 feedback5 CB3: 乌尔比安's S3 moves only onto a tile of his own board — no longer behind the red gate of the one-helper 联防 map nor onto a boss field's other half (community report of 2026-10-06, item 27)
Official: PRTS 乌尔比安 S3 备注 ③ — the 【移动】 takes the anchor tile if it can be deployed on, else the tile one beyond, else
his own tile. Cause: "deployable" was any standable tile of the battle rect; UNITE_RECT holds both halves of the 联防 map, and
on escaped_single (the lone helper on the left half, the enemies out of the middle gate at col 10) an anchor that met no
enemy flew on to the right half, where no enemy walks, and he stood there for the whole skill. Now the landing must also
lie on his player's board: Battle.onOwnBoard(ps, r, c), the board region GEO.FIELD mapped onto the field (the hunk is
byte-identical to CB4's 219ab31, which uses it for the 突袭 landing, so the two merge cleanly).

Golden: 1 scenario — fields hidden-boss_9-solo: his first cast from (2,5) landed on (2,11), the solo boss field's right
half (checked instrumented); he now stays and the fight differs from there. Tests: test/sim/feedback5-ulpia-own-board.test.js
(4; the one-helper and the two-helper 联防 cases fail on the parent); test/sim/facing-invariance.test.js — its open field
has no boards, so its setup counts every tile as the player's own (the own-board rule is a board-position rule, like the
deployment order the scenario already avoids).
2026-10-07 02:30:07 +08:00
sganggs 17c96843ee feedback5 CB2: the countdown summons (医疗探机, 诅咒娃娃, 海嗣; 自选 工程蓄水炮, 沙地兽, 打字机, 本能的召唤) take no damage — 活性源石 included —, are never healed, and their bar shows the life left (community report of 2026-10-06 「赫默的无人机、浊心斯卡蒂的海嗣等这种召唤物不会受到外来伤害…血量随时间减少」)
Official: PRTS 斯卡蒂的海嗣 备注 「持有禁疗、无敌」, the token prefabs of 海嗣 and 沙地兽 carry abnormal flags 5 + 7 (无敌,
禁疗), 工程蓄水炮 7 (禁疗); the report describes the official mode for the drone too — [ASSUMED] 无敌 + 禁疗 for the summons
the base prefabs give no flag (医疗探机, 诅咒娃娃, 打字机, 本能的召唤), and the bar as a timer.
Cause: content/tokens.js / the kits only made them untargetable: a 海嗣 on 活性源石 lost 70 of its 100 HP every second, a
hurt drone drew every medic's heals, and the bar was plain HP. Now: COUNTDOWN_SUMMONS / startCountdown (called where each
lifetime is scheduled: tokens.js scheduleLifetime, 浊心斯卡蒂, 温蒂, 莱伊, 鸿雪, 酒神 kits) give 无敌 + 禁疗 and
Unit.countdown; snapshot.js sends hp = maxHp × the share of the life left (the sim HP stays full, so no selector sees a
low-HP summon). Attacked summons (沙之碑, 狼群 …) are unchanged. The 吟游者 trait therefore cannot refill such a bar (item 32).

Golden: snapshot hashes only (the bar) — roster-003, -016, -018, -035, -045, -046, bond-visiShip-low / -high,
boss-boss_1 / 3 / 5 / 7-pair, unite-1; gameplay too — roster-005 (medics no longer heal the drone), roster-037 and
hidden-boss_9-pair (a 海嗣 / drone under enemy and leader damage stays up: fights change).
Tests: test/sim/feedback5-countdown-summons.test.js (7; fails on the parent: no COUNTDOWN_SUMMONS — and there the 海嗣
lost 70 HP to an 活性源石 tick). Docs: SIM.md token pieces, PLAYING.md 作战中.
2026-10-07 02:27:33 +08:00
sganggs fdb3ae1b46 feedback5 CB4: 自制投石机's targeting ignores its block (索敌不受阻挡影响) — blocked by an operator on the 排气格栅 with nobody else in range it does not attack, as in the official game (community report of 2026-10-06, item 24)
The 「投石车」 is 自制投石机 (enemy_10162_mnctpt), the 「蒸汽地板」 the 排气格栅 smog (隐匿 to enemy ranged attacks). PRTS
天赋 「索敌不受阻挡影响」: the blocker exception (a blocked enemy attacks its blocker whatever its selectability) does not
apply to it. New enemy profile field `blockFree` (spawns.js): attackTargets selects as if unblocked, canTargetAlly
refuses a 隐匿 / 迷彩 blocker to it, sortAllyTargets puts no blocker first. Other enemies unchanged.

Golden: standin-06 (the bounty catapult, blocked by 忍冬, now shoots by 仇恨值 — checked instrumented).
Tests: test/sim/feedback5-catapult-smog.test.js (3; 2 fail on the parent). Docs: DESIGN §25.18.7, docs/SIM.md.
2026-10-07 02:07:51 +08:00
sganggs e47b098d43 feedback5 CB1: a pair of colds on an enemy becomes the freeze, no cold is left — the 谢拉格 wind no longer freezes for good from 51 layers on (community reports 「谢拉格盟约冰冻时间没有随层数正确成长」 and 「…被在无法被任何干员攻击到的地方永控」, items 7 and 8)
PRTS 术语释义 寒冷 「友方寒冷始终需要两两一对产生友方冻结,持续时间取双方之中最高」, 异常效果 COLD 「在特定条件下转变为冻结」:
applyStatus kept the older cold on for as long as the freeze, so every later cold froze again; the wind (every 25 s,
20 + 0.1 x layers s of cold) froze an enemy anywhere for the rest of the battle once its cold outlasted 25 s, never
below. Now the pair turns into the freeze (max of the two, as before) and leaves no cold on an enemy; a cold on an
operator (敌方寒冷) keeps the old rule. The wind alone now freezes 20 + 0.1 x L s of every 50 s from 51 layers (all of
it from 300). Tests: test/sim/feedback5-kjerag-cold.test.js (fails on the parent); feedback3-cold-freeze and 灵知 S2
(kits_t4) updated to the pairing. Docs: SIM.md cold row, design/engine.md.

Golden: every scenario where a second cold met an enemy still cold (灵知, 初雪, 雪猎, 耶拉, 圣聆初雪, 凛御银灰, items,
the 谢拉格 wind) — the pair no longer leaves a cold: roster-005 / 009 / 010 / 012 / 014 / 015 / 016 / 018 / 026 / 029 /
031 / 036 / 040 / 042 / 046 / 047 / 049; bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high,
bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low; boss-boss_2-pair / boss_3-pair /
boss_4-pair / boss_6-pair, hidden-boss_8-pair / boss_10-pair; matches solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5,
coop4-FUNNY-6, coop4-ABYSS-7.
2026-10-07 01:39:50 +08:00
sganggs 219ab31a3d feedback5 CB4: a 突袭 member lands only on its own player's board — never the boss field's hand / 临时整备区 rows, never the other half of a 联防 or boss field (community reports of 2026-10-06, items 40 and 16.3)
Cause: raidTile took any standable tile of the battle rect; BOSS_RECT holds rows 0-1 (tile_achand, buildable high
ground) and UNITE_RECT both halves of the 联防 map. Battle.onOwnBoard(ps, r, c) maps the board region (rows 9-12,
cols 2-10) onto the field as mapTile maps the pieces; raidTile takes only those tiles.

Golden: 8 scenarios, each with members that landed on the partner's half on the parent (checked instrumented):
fields boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair; matches coop2-ABYSS-10-boosted (ai_0 on the right half).
Tests: test/sim/feedback5-raid-own-board.test.js (4, fail on the parent). Docs: DESIGN §25.18.1, docs/SIM.md.
2026-10-07 01:36:53 +08:00
sganggs 714af994fc feedback5: merge W5AA — community reports of 2026-10-06: the 孤岛风云 prisoners leave the gate confined (grey) and change model as their prefabs do, the 4th attack hits freed; a bounty enemy that dies with no operator behind it pays in 联防 too (the helper whose half it fell on); 忍冬's trigger and 枯朽之种's bounty were already fixed (pinned by tests); DESIGN §25.14 after round 18's §25.13; data/enemies.json regenerated offline on the merged code (round 18's model quirks + the prisoners' clips); golden: vs feedback5 exactly W5AA's moves (26 battles, solo-ABYSS-2, coop2-NORMAL-3, coop3-ABYSS-5, solo-HARD-9-boosted), vs W5AA exactly round 18's boss-pool moves 2026-10-06 22:35:10 +08:00
sganggs 59b3c49b2b feedback5 WAA: a bounty enemy that dies with no operator behind it — 无来源 damage, its own HP loss, another enemy — pays in 联防 too: the helper whose half it fell on (community report of 2026-10-06 「被源石地板烫死的悬赏没给赏金」)
- Reproduced (scratchpad scripts): on its own field a bounty enemy the 活性源石 alone burns to death pays its
  owner — on this tree and on v0.1.4 (all 96 walking kill-bounty enemies, 战场#04, no operator: 0 unpaid). The
  loss is in 联防: a leaked bounty enemy re-enters with `bounty.ownerPlayerId` = the leaker (unite.js
  planUnite), who has no per-player entry in that battle. A death without an operator killer fell back to that
  owner, and Battle.addCoins dropped the coins. Until 0.1.3 the 联防 field was the round's map, so 战场#04's
  活性源石 burned leaked bounty enemies for nothing — the report; since then the 联防 maps have no terrain, but a
  无来源 tick, the enemy's own drain or another enemy's hit still paid nobody.
- Official: PRTS 卫戍协议:盟约 决策 "该敌人于对应玩家所属区域倒下时,使相应玩家获得额外资金"; the bounty pays whenever the
  body dies (the owner's decision, relayed 2026-10-06; 0.1.1 "paid once, at the final death"). No PRTS exception
  for 环境伤害.
- Now: Battle._bountyPayee (battle/economy.js): an operator or summon of a player in the battle that dealt the
  blow pays its player (as before, 联防 helpers included); any other death pays the card's owner when that player
  fights there (own field, Final Assault / Hidden Core — unchanged), else the player whose half of the field the
  enemy fell on (Battle._ownerForTile) [ASSUMED for 联防: no source names the payee of a death nobody caused there].
- Docs: SIM.md §1.2, META.md SETTLE, PLAYING.md (联防 rules), unite.js header.
- Tests: test/sim/feedback5-bounty-payee.test.js — the 联防 case (one helper; two helpers by half; killed by
  nobody, 无来源 terrain damage, another enemy, its own HP loss) fails on the parent; pinned: the own-field
  活性源石 death, a helper's operator on the other half, a pair boss field. Golden unchanged.
2026-10-06 22:02:25 +08:00
sganggs 4e58481706 feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)
Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
  game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
  round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
  out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
  optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
  bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
  and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
  hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
  a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
  client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
  传递 and every hit stay under the limit.

Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
  field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
  boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
  200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
  HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
  too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
  (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
  coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
  end before R14; roster / bonds / standins / diy unchanged.

Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
2026-10-06 21:41:49 +08:00
sganggs ac6454d171 feedback5: merge feedback4 (7ee815e) — W4D ported: a sleeping enemy cannot be blocked and takes no block slot (_checkBlock in server/sim/battle/blocking.js, the applyStatus release in battle/status.js, the plain-buff release re-applied to ai.js updateEnemy's cannot-act branch after WE1's swing cut, 瑕光's comment in kits/ops/chess_char_3_12-blemsh.js, buffs.js; 酒神's 迷狂牢笼 skips a sleeper too); golden: roster-003 / 005 / 013 / 032 / 038 / 039 / 042, bond-maniShip-high, solo-FUNNY-1, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-70-diy, diy-131 / 132 moved
New on feedback4 since the last merge: W4D (bbe59b9, merged as 7ee815e) and the 0.1.4 version commit (30e7ace).
feedback5 keeps its own package.json / package-lock.json / APP_VERSION / README / DEPLOY version lines (0.2.0 sets
its own version later) and takes feedback4's CHANGELOG 0.1.4 entry, with W4D's line in it.

- Port (PRTS 异常效果 SLEEPING 沉睡 = 无法行动+无敌+不可阻挡; GitHub #140; the owner's decision of 2026-10-06):
  `_checkBlock` refuses `flags.sleep` (battle/blocking.js) and `applyStatus` releases an enemy that falls asleep
  (battle/status.js). Battle.js stays feedback5's façade, and tier3.js stays deleted (the 瑕光 comment is in her kits/ops
  file). ai.js: WE1 (89f730d) cuts a swing before enemyAttack on a stun / freeze / sleep. The cannot-act branch is still
  there, and a plain-buff `flags.sleep` still makes the enemy `stun` (units.js), so the plain-buff release stays in that
  branch, after the cut, with its comment rewritten for the new order.
- New on feedback5: 酒神's 迷狂牢笼 (kits/ops/op-phatm2.js cageBlock, O22) duplicated the old three-flag 不可阻挡 check.
  It now skips a sleeper too. No golden scenario spawns a 牢笼 over a sleeper: the corpus is identical with that line
  reverted. 予愿安洁莉娜's S3 helper is unchanged, since canTargetEnemy already drops sleepers.
- Readers that follow without code: blockedTargets (blocked-first targeting, the DEFAULT trigger, hitAllBlocked), the 要塞
  branch of acquireTargets (u.blocking), “庞贝”'s clock (blockedBy), the snapshot's UF.BLOCKED and the client's block
  marker (render/units.js). 死芒 S2 折朽 (自选) lets go a linked enemy that her 悲叹的仆役 held.
- Docs: DESIGN §24.9, its §24 intro entry, the §5.5 Blocking sentence (on feedback5's 阻挡半径倍率 text) and §22.8's
  "(since §24.9)", all as on feedback4; SIM.md as on feedback4 (the plain-buff sentence merged with feedback5's
  noNewBlock / undying text).
- Golden: a probe (counting successful sleeps on a blocked enemy, plain-buff sleeps and 牢笼 spawns over sleepers) ran
  over all 283 scenarios. Every scenario that moved sleeps blocked enemies; the counts are in brackets:
  roster-003 (小满 S2 [5]: same fight, blocked 27 → 29, snapshot hashes); roster-005 (elite 小满 S2 [3]: the 140 s
  timeout with 83 kills and 1 leak, where it used to clear at 135.43 s with 84); roster-013 (缇缇 S3 [11]: same kills,
  blocked 22 → 33); roster-032 (缇缇 S1 [10]: 71 kills instead of 68, 8 leaks instead of 11, 4 knock-outs instead of 8,
  萨尔贡 layers 41 → 35); roster-038 (elite 缇缇 S2 [1]: ends at 197.40 s instead of 197.27 s); roster-039 (瑕光 S2
  normal + elite [31 + 12]: same kills and counted leaks, the 窃贼 gets away, blocked 53 → 87); roster-042 (缇缇 S2 [3]:
  ends at 168.77 s instead of 166.93 s); bond-maniShip-high (小满 [1]: blocked 29 → 30, snapshot hashes); solo-FUNNY-1
  (ai_0's 缇缇 [3]: only ai_0's damage dealt); coop4-FUNNY-6 (ai_0's 缇缇 [15 + 56]: from round 9 ai_0's 精准 / 萨尔贡
  layers and boss damage move, ai_1 loses no LP from round 11, team LP 124 → 130); coop4-ABYSS-7 (ai_2's 小满 [18]: ai_2
  one kill fewer, ai_0 one more LP lost in round 9); coop2-NORMAL-8-serverrun (ai_1's 缇缇 [83]: only ai_1's damage dealt;
  WE1 had already turned this match into a loss); coop2-NORMAL-70-diy (the 自选 seat h_0's 缇缇 [171], ai_0's 缇缇 [74]
  and 小满 [19 + 21]: h_0's layers move from round 4, then its AI 托管 buys differently (boards from round 7); ai_0 246
  kills instead of 233, same end); diy-131 (死芒 S2 at tiers 5 and 6 [1 + 1]: snapshot hashes only); diy-132 (elite
  死芒 S2 [2]: ends at 199.50 s instead of 198.13 s, same kills). One scenario sleeps a blocked enemy and did not move:
  coop2-HARD-4 [1]. ai_1's 小满 lets go the enemy it holds; another enemy takes the slot; the sleeper wakes with no room
  and is blocked further on by 2_16_a. The match digest has no snapshot hashes, and its kills, leaks, damage and funds
  are identical. fields and standins did not move. Most outcomes differ from feedback4's list because feedback5's
  baselines differ (WE1's damage frame, etc.).
- Tests: test/sim/feedback4-sleep-unblock.test.js (from feedback4) passes 5/5 on the split layout. Every case fails with
  the three sim hunks reverted, and case 3 (plain buff) fails with only the ai.js release reverted. Targeted sim tests
  pass 184/184 (blocking, block targets, enemy swing, feedback2-enemy-attack-stand, combat / statuses, robustness,
  stun SP, professions, healers, fidelity …). Content tests plus kits_layout and docs-consistency pass 658/658 (kits
  t1t2 / t3 / t5 and alt t2 / t3 / t5 for 小满 / 瑕光 / 缇缇, 酒神, 死芒, garrisons, bosses, items). Stealth / liftoff /
  enemies pass 36/36. npm run golden: all 283 match. GOLDEN_FULL=1 test/golden.test.js passes 9/9 (no stored engine
  error). lint 0 errors, check:imports and typecheck clean.
2026-10-06 17:49:10 +08:00
sganggs e2bb090f44 feedback5: merge WE1 — fidelity (sim rules): 秘术师 store at the attack check (深靛; 维伊 / 黑键 plug into it), enemy attacks land at their damage frame so a short stun / freeze / sleep / 浮空 / 缴械 / 恐惧 before it cancels the swing, 武者 heal per damage instance through 禁疗, 庇护 the strongest only, PHY-X 不高于 50 %, 链愈师 jumps in the 3×3, a summon readied at its owner's redeploy, Misery's duration skills, 伺夜 S2 in 战术点形态, centurions hit up to block-count targets; merge fixes: 黑键's kit keeps the up() import WE2's S2 cast needs (WE1 dropped it with its tick store — the first regeneration had stored 9288 swallowed errors in diy-114), the 自选 refusal names 集成战略 / 生息演算, tools/golden.mjs prints a missing value, test/golden.test.js fails on any stored engine error; golden: vs WE1 only the W4B / WE2 scenarios differ (roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy, diy-045 / 078 / 114 / 115 / 116) 2026-10-06 16:52:11 +08:00
sganggs 89f730d05c feedback5 WE1: enemy attacks strike at their damage frame; a short stun before it cuts the swing (GitHub #187 point 1, #170)
PRTS 状态机: ATTACK / COMBAT "每帧检查异常状态,若有则切换到异常状态的状态"; PRTS 异常效果 STUNNED (the state machine
leaves the attack), DISARMED "正在进行的普通攻击将被中断". The strike frame is data/enemies.json attackAnim.hit.

- ai.js: attackWindup = the clip's strike frame (half the clip when none is named), shortened with the clip like the
  stand; the cooldown counts down to the strike and the swing (enemy.swing) starts when it reaches the wind-up with a
  target in reach (attackTargets, shared with the frame) — steady-state strikes stay one interval apart. An enemy whose
  cooldown ran out before it had a target (walking, just blocked, a cut swing) swings from the start: the whole wind-up.
- A stun / freeze / sleep / 浮空 / hiding, 缴械, 恐惧, 战栗 while blocked or losing every target cuts a swing short of its
  frame: no strike, the next swing starts from its wind-up. A stun in the cooldown only pauses it; a strike already
  made stays made. No clip known (36 of 249 kinds): no wind-up, the old rule. [ASSUMED] targets re-taken at the frame,
  a cut swing does not spend the cooldown, enemy heals keep no wind-up.

Golden: 275 of 283 scenarios moved — roster all 49; bonds 41 of 46 (unchanged: bond-arcaneShip-high,
bond-kjeragShip-low, bond-maniShip-low, bond-skillfulShip-high, bond-swiftShip-low); fields all 22; matches all 18;
standins all 10; diy 135 of 138 (unchanged: diy-027, diy-029, diy-087) — every battle where a clip-carrying enemy meets an
operator: the first strike of a contact waits its wind-up, stuns cut swings (the cut alone moves 55). With every
attackAnim stripped from the data the corpus is byte-identical to the previous commit (nothing else moved). Bot
matches: solo-HARD-2 now wins, coop2-NORMAL-8-serverrun now loses; the other 16 keep their result.

Tests: test/sim/feedback5-enemy-swing.test.js (new, 6). Updated on purpose: feedback2-enemy-attack-stand.test.js (it
locked the instant first strike), enemies_bosses.test.js (沉沙 / 新硎's cleared interval, 帝国的甲胄, 斩胄之剑 / 破胄之锤 wait
for the frame). test/sim, test/content, test/match pass. Docs: SIM.md, DATA.md (attackAnim), ASSETS.md.
2026-10-06 15:21:24 +08:00
sganggs c6827a0eaf feedback5: merge feedback4 (583899d) — W4B ported: 阿戈尔's devoured base ATK as a 最终加算 (atkFinal), a fallen marker's marks still resolve, 缇缇 S2 pulses re-enter sleep for her trait (applyStatus reenter in server/sim/battle/status.js; the 缇缇 kit in kits/ops/chess_char_5_02-titi.js; Battle.js / tier5.js stay feedback5's façade and shim); golden: roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted moved, the same three as on feedback4 (bond-egirShip-high identical to it) 2026-10-06 14:47:13 +08:00
sganggs a009d77d71 feedback5: merge O24 — 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体); engine (additive): mod blockRadiusScale widens the air-block radius (0 for every other unit); golden: only diy moved — all 71 自选 operators now have kits 2026-10-06 14:18:10 +08:00
sganggs 9f68afe9f9 feedback5: merge O23 — 自选 kits for 白铁 (devices, 铁钳号), 娜斯提 (three 支援装置, the built 高台) and 死芒 (复燃 servants, special form); engine (additive): an ally our attacks select (queries / ai, after enemies in target order, never healed); golden: only diy moved 2026-10-06 14:17:00 +08:00
sganggs c9429dc2d4 feedback5: merge O22 — 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼); engine (additive): enemyAttackStart hook before 麻痹, blocking noNewBlock flag, holdsUndying reads an undying buff; golden: only diy moved 2026-10-06 14:15:51 +08:00
sganggs 5ef47b0cf1 feedback5 O23: 自选 kits for 白铁, 娜斯提 (with their 支援装置) and 死芒 (with her 悲叹的仆役); ally targets for 白铁's 铁钳号·原型机
- kits/ops/op-ironmn.js — 白铁 (char_4072_ironmn): S1 / S2 / S3, 战地工程师 (device stock 3, CRA-X +1, refilled at each
  deployment; a device that left comes back on its tile after its redeploy time, paying its cost, one stock, while he stands;
  his devices leave with him), 节约经费 (prob 0.7 / CRA-X stage 3 0.9), CRA-X (stock, costs, stage 3 SP +0.2/s), CRA-Y
  (redeploy times, stage 3 ASPD +6 on device-buffed operators); the device kits 白铁™多功能平台 (S1 ATK +12 % ×2.5 / 3 in S1;
  S2 1 SP / 3.5 s, 2.5 / 2 s in S2, 0.4 % / s 流失 ×2) and 铁钳号·原型机 (an ally target: damage cancelled, 1 SP per hit,
  a 工匠's hit heals 1 %; its skill −2.5 % then 230 / 260 % + 110 / 120 % within 1.1 of 白铁's ATK; 团结的力量 ×0.8
  physical behind it). Exports the shared 工匠 device helpers.
- kits/ops/op-nasti.js — 娜斯提 (char_4212_nasti): S1 / S2 / S3, 前方施工 (stock; CRA-X stage 3 first device −3, combined
  ranges), 注意安全 (10 % 庇护, 15 % + 1 SP / 6 s for her and our ranged operators once a ranged enemy appeared), CRA-X; the
  device kits “质检专员”, “监工专员” (3 / 8 HP, its S2 pulses of SP and her barrier) and “应急承重小组” (小工程师 + the 高台 it
  builds and levels).
- kits/ops/op-necras.js — 死芒 (char_450_necras): S1 / S2 / S3, 复燃 (summon on the kill tile or a random tile of her range,
  upgrade at 3), 回光黯淡, the trait (the enemies her summons block are her targets; SOC-X ×1.15), SOC-X stage 3; the
  悲叹的仆役 kit and its special form (S3).
- Engine (additive): Battle.setAllyTarget / allyTargetsInKeys / isAllyTarget (battle/queries.js); ai.js acquireTargets puts a
  registered ally target of the range after every enemy, performAttack flies ranged attacks to it. Nothing changes while
  none is registered: every golden family but diy unchanged. docs/SIM.md §6 documents it.
- kits/index.js: the three files appended to OPERATOR_KIT_FILES.
- Tests: test/content/op_ironmn.test.js, op_nasti.test.js, op_necras.test.js, test/sim/feedback5-o23-engine.test.js.
- Golden: only diy moved — diy-106 … diy-109 re-chunked (the new operators' configurations come before the prototypes),
  diy-110 … diy-114 new.
2026-10-06 05:28:54 +08:00
sganggs 83e879a335 feedback5 O20: the 缚地 status (groundbind) — an enemy air unit counts as a ground unit and cannot move
ba.groundbind "目标变为地面单位,无法移动;使部分近地悬浮敌人掉落;对重量大于3的单位持续时间减半" (予愿安洁莉娜 S2 needs it):
- buffs.js: STATUS groundbind (flag groundbind + noMove, move x0), FLAG_KEYS, RESIST_STATUSES (as 束缚, [ASSUMED]);
- units.js isFlying: an enemy under 缚地 is a ground unit unless a 浮空 lifts it (same result as before without the flag);
- battle/status.js: 浮空 lands on a 缚地 data flyer (PRTS 异常效果 "…且不持有缚地异常…则Buff取消"), 缚地 halved on weight > 3;
- content/enemies: 掠海漂移体 / 吉兆飞鳞 drop on 缚地 as their PRTS text says (吉兆飞鳞 stays down while it holds);
- render/style.js: the 束缚 icon for it; docs/SIM.md (§2 isFlying, §3 flags / status table / 抵抗).
Nothing applies it yet: every golden family is unchanged. Test: test/sim/feedback5-groundbind.test.js.
2026-10-06 05:20:28 +08:00
sganggs a61d82ee4c feedback5 O22: 自选 kits for 淬羽赫默 (with her 夜灯), 遥 and 酒神 (with her 本能的召唤 and 迷狂牢笼)
Three owned-6★ picks get their operator kits (kits/ops/op-slent2.js, op-haruka.js, op-phatm2.js; OPERATOR_KIT_FILES):
every skill at rank 4 / 7, both talents, the trait and every module at stages 1 and 3, from data/backups.json, PRTS and the
client's battle data (charpacks + buff_template_data of the three operators).

- 淬羽赫默: 护佑者 (arts attacks, heals while a skill runs; BLS-X 100 %, BLS-Y 2 targets); 无声砥柱 庇护 10 % → 24 % by the
  lost HP (shared `protect`); 丰润羽翼 as 生命回复速度 (the atk_to_hp_recovery template PRTS documents so for 絮雨 / 琴柳), ×2
  for 莱茵生命; BLS-X Lv3 max HP +10 %, BLS-Y Lv3 the once-per-deployment barrier; S2's placed 夜灯 (T1 ×2.1 / ×2.4 around it,
  withdrawn at the skill's end or when she leaves); S3's 不死 for the first lethal hit in her range, 2 uses a battle.
- 遥: bubbles with each attack (or instead of one), 30 % 庇护 ([bonus], ×1.4 / ×1.7 in S3), breaking 0.5 s after an enemy's
  damage, the break heal (BLS-Y Lv3 +1 SP to the holder); S1 re-bubbles around, S2 heal → arts splash and endless from the
  2nd use, S3 y-8 and the levitation with its damage.
- 酒神: T1 神经损伤 on each hit + 1.3 splash; 堕梦 ASPD cut in 神经 bursts and 70 / 90 on enemy attacks (a burst interrupts
  the attack); RIT-X ×1.18 vs elite / leader; S1 two hits + 束缚 ×1.3 / ×1.5; S2 (SP_FULL toggle) the placed 本能的召唤
  (lure 4, exit 停顿 + DoT, 25 s redeploys while it runs); S3 y-8, per-second 神经损伤 until a burst, 1.5× burst recovery
  and the 迷狂牢笼 (blocks its tile's enemies at spawn / refresh, 1 per hit, 30 s after the skill).

Engine (additive, no handler before): ai.js hook `enemyAttackStart` (an enemy's normal attack, before 麻痹), blocking.js
flag `noNewBlock`, items/battle.js `holdsUndying` also sees a buff flagged `undying`; docs/SIM.md §3 / §5, kits/README.md
(docked skill-summon pieces: their kit without offOwner).

Golden: only diy moved — diy-106 … diy-109 (the prototype configurations shifted behind the new operators) and the new
diy-110 … diy-114 (the three operators' configurations); roster, bonds, fields, matches, standins unchanged.
Tests: test/content/op_slent2.test.js (11), op_haruka.test.js (9), op_phatm2.test.js (13).
2026-10-06 05:14:29 +08:00
sganggs 0451860cf9 feedback5 O24: 自选 kits for 凯尔希·思衡托 (with her 战术锚点) and Mon3tr (with her 重构体)
Two owned 6★ picks get their operator kits (kits/ops/op-kalts2.js, op-monstr.js; OPERATOR_KIT_FILES):
- 凯尔希·思衡托 (char_1052_kalts2, 守望者, no module): heals that pass 凯尔希's Mon3tr; 遗尘守望 (HP / DEF +25 %,
  block +1, 阻挡半径倍率 +0.23, 起飞); 医者丰碑 (operators entering her range: a 1-hit 护盾 and 生命回复速度 +50 / 罗德岛
  +100 for 30 s); S1 (ATK / ASPD, other 起飞 operators' 阻挡半径倍率); S2 (y-11, 10 shots: true damage + 停顿 and a
  heal within 1.5, at an enemy or an injured ally); S3 (ATK, interval −1.55, 2 targets; with her placed anchor: two
  operators withdrawn into 【待投放】 and back, her flight and 【移动】 onto the anchor). The anchor's kit (无敌, never
  attacked); content/tokens.js docks it as a skill's summon.
- Mon3tr (char_4179_monstr, 链愈师, XAH-X): her own chain (x-4 jumps, ×0.75 / ×0.85, free links), the 重构体's kit
  (禁疗 but hers, 流失, ATK aura, its return), 战术协同 ASPD, S1 next heal, S2 (the 重构体 first, a second chain
  0.6 s on), S3 (needs the 重构体: the move onto its tile, true melee, 不死, the 【返回】).
Engine (additive): mod `blockRadiusScale` = 阻挡半径倍率 − 1 (buffs.js, units.js s.blockRadiusScale): the air-block
radius of Battle._checkBlock is 0.8944 × (1 + it) — 0 for every other unit. docs/SIM.md §1.2 / §2 / §3, DESIGN §5.5.
Tests: test/content/op_kalts2.test.js (10), test/content/op_monstr.test.js (10).
Golden: only diy moved — diy-110 … diy-112 are new and diy-106 … diy-109 re-packed (the two kits' configurations
join the family's 12-per-battle packing); roster, bonds, fields, matches and standins are byte-identical.
2026-10-06 05:10:33 +08:00
sganggs 5888f153ac feedback5 O16: two additive engine rules for the 自选 kits of 机械师 and 凯尔希 — a 屏障 limited to a list of damage types, a healer that heals one ally through its 禁疗
- buffs.js makeBuff / damage.js absorbShields: `shieldType` may be a list of damage types — the shield absorbs those only
  (机械师's 屏障 absorb physical and arts damage, not true: buff_template_data mcnist_t_2 / mcnist_s_2_shield BlockDamage
  PHYSICAL_AND_MAGICAL); a single type and an untyped shield work as before.
- damage.js heal / Battle.injuredAlliesInKeys: a healer profile's `healThrough(healer, ally)` names allies its heals reach
  through their 禁疗 (the `noHeal` flag of a summon's 禁疗, the `healFree` flag; a profile `noHeal` — 无法被友方治疗 — still
  stops it), and its heal selection takes them (凯尔希 on her Mon3tr: PRTS Mon3tr(凯尔希的召唤物) "持有禁疗(可被凯尔希…
  无视)"; her charpack attack `_ignoreHealFree`); every other healer still skips them.
- docs/SIM.md §3 / §4 / §8, professions.js profile field list.
No content uses either yet: golden unchanged.
Test: test/sim/feedback5-o16-engine.test.js (2).
2026-10-06 01:33:46 +08:00
sganggs 1006254beb feedback5: merge W5H — 自选 data (72 owned 6★ without the 6 collab operators, every DIY form, summons, prototypes' locked skills), shared/diy.js, the sim fields DIY picks, OPERATOR_KIT_FILES with 推进之王 as the first operator kit, golden family diy, the art plan (--add-only)
Conflicts: tools/golden.mjs / test/golden/README.md take both new families (standins from W5G, diy from W5H); DATA.md / SIM.md keep both texts. data/ equals an offline build of the merged tools/build-data.mjs. Golden regenerated on the merged code: against feedback5 nothing moved, diy.json is new; against fb5-diy the W5G / W5J / W5L scenarios moved, and diy-004 / diy-006 (the prototype battles with Touch, changed by W5L) — diy-001/002/003/005 identical.
2026-10-05 22:52:24 +08:00
sganggs 8b7316d93e feedback5 WL: Touch follows PRTS — S3's extra heal is 30 % of the base with its own recipient's boost, 「低于」 half HP, 攫升 on every heal she outputs, 超脱 on a dying forced exit
The shared code of the 外勤医疗 strategy's Touch and the Touch 补位 stand-in (content/tokens.js touchGospel /
mapCharTalents), against PRTS Touch(卫戍协议) and its 备注 / 修正:
- S3 恳切福音's extra heal: 30 % of the main heal's base (before the ×1.35 / ×1.40), a heal of its own — its recipient
  below half HP gets the boost (and the elite's PHY-X), 备注 「额外治疗可触发技能后半段的治疗量提高效果」; it goes to the
  lowest HP ratio of the main target and its 4 orthogonal neighbours, a full-HP unit included (x-5,
  「可治疗生命值已满单位」). The touchExtra / touchMainHeal block is gone.
- The boost needs HP strictly below half (修正 「低于」, was 「不高于」).
- 攫升: every heal she outputs gives SP — a heal on herself and one that restores nothing too (备注 「无需实际产生治疗量」);
  still no device, no unit without a skill, and not her own HP-regeneration tick.
- 超脱: a forced exit that plays the death animation counts like a knock-out (备注 「如史尔特尔的天赋效果」). Battle.retreat
  takes `dying` and the death hook carries it: 史尔特尔's 余烬 and 骑士戒律 + 竞技旗 set it; planned exits (耀骑士临光 S2,
  伊内丝 S3), the 商人's automatic 撤退 and the 突袭 jump do not. A battle has no player 撤退 command.

Golden moved: roster-041 (the strategy's Touch heals differently: S3 extra heal / boost), standin-03, standin-04,
standin-08, standin-09, standin-10 (Touch standing in for 塞雷娅 / 塑心 / 纯烬艾雅法拉), coop2-NORMAL-14-standins (the
human seat plays 外勤医疗, so its Touch takes part). Docs: SIM.md (death hook `dying`, retreat option, the forced-exit
paragraph).
2026-10-05 20:47:06 +08:00
sganggs 2b72d4deb0 feedback5 WH: 自选 pieces in the sim — shared/diy.js (diyPool, checkDiyPick, diyRecord / diyRecordOf, validateDiyPicks: the legal picks per tier, prototypes skill-locked to their 补位 rows, owned picks any skill / module at the slot's stage, no 特质, derived bonds, one slot per owned operator, distinct picks per tier, unkitted operators refused); simdata getChess(slotId, { diy }) builds the 自选 def (diyFor, charId, loadout.diy, tokenOwner) and getToken resolves its summons from backups.json tokens; Battle, BattleSpec and the loadout view carry the PlayerBattleInput diy pick (a DIY slot without a legal pick fields nothing); kitOf takes KITS[charId] for a 自选 piece as for a stand-in; kits/index.js OPERATOR_KIT_FILES (op-<codename>.js, empty for now), GENERIC_KIT_CHARS, KITTED_CHARS; the harness fields units[].diy
No golden scenario moved (none fields a 自选 piece).
2026-10-05 19:51:40 +08:00