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Commits
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8b780c1b5b | feedback5: merge R19A — GitHub #232: a stunned or frozen enemy is blocked by contact where it stands (an operator redeployed beside a frozen 隐匿 enemy blocks it and reveals it; 沉睡 / 浮空 / 恐惧 / 不可阻挡 still refuse); golden as R19A's commit (52 scenarios: roster 15, bonds 5, fields 7, matches 9, diy 16 — each first diverges where a held enemy is blocked by a touching blocker with a free slot), the merged tree's golden equals the branch's | ||
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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. |
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f661a47773 | feedback5 R19C: the official 「作战结束」 result box and the three battle-over sounds at settlement (GitHub #235; PR #112 by @Convey123, approved and never merged, ported by hand onto the 0.2.0 modules) — the box says only the viewer's own LP, 「全员无伤!」 or 「生命值减少 −N」; after a 联防 the number is the server's own per-player charge (m.public.uniteResult in the SETTLE view) and 「全员无伤!」 only when nothing got through; no box for spectator seats, eliminated players or the boss rounds; golden: unchanged | ||
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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. |
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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. |
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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.
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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. |
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47079456be |
feedback5: merge CB2 — community reports (healers / summons): 刺玫's S2 heals the most injured ally again (the counter's heal alone goes to her protégé), 琳琅诗怀雅 heals herself and her 破财消灾 cost restarts at 5 DP with every deployment, 赫默's S2 casts at full SP so the drone takes the field at once, the countdown summons (医疗探机, 诅咒娃娃, 海嗣 and four 自选 ones) take no damage, are never healed and show the life left on their bar, stacked ground areas stay readable; §25.16 after CB5's §25.19 (renumbered with the later merges); golden: vs feedback5 CB2's own rules — roster-001/002/003/005/008/016/018/027/035/037/045/046/049, bond-deputShip-low/high, bond-suntShip-high, bond-victoriaShip-low/high, bond-visiShip-low/high, boss-boss_1/3/5/7-pair, hidden-boss_9-pair, unite-1, matches solo-FUNNY-2, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-ABYSS-10-boosted, coop2-NORMAL-14-standins; vs CB2 exactly CB5's 18 bot matches
Merge fixes (the three tests the trial merge failed): - test/content/summon_loadout_conflicts.test.js (赫默's drone lifetime per module variant): it asserted "no cast yet" after the drone's redeploy time and then cast S2 by hand — with nobody hurt the old DEFAULT rule never cast. S2 now casts by itself the tick its SP is full (22 s), which is the official rule (client skill skchr_silent_2: no `_trigger`, `_allowNoTarget` 1, `_checkHasTargetBeforeDoCast` 0; CB2 |
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de78d49f9b |
feedback5 CB3: DESIGN §25.17 — the community reports of 2026-10-06 for operator kits and triggers (five fixed, five answered, 乌尔比安's revive tile a question for the owner); kit comments follow the counter rule
docs/history/0.2.0.md: §25.17 in §25's style (seen / official / cause / now / [ASSUMED] / golden / tests) and the intro list; docs/design/engine.md cites §25.17.5 for the in-place revive; the header comments of 星熊, 斩业星熊, 年 and 余 say "every enemy damage instance" instead of "every attack". No code change. |
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52cde9310f |
feedback5 CB4: docs/SIM.md and DESIGN §5.5 (design/engine.md) name 自制投石机's 索敌不受阻挡影响 exception to "a blocked enemy attacks its blocker" and the silenced 萨卡兹枯朽战士's death without 污染秽蚀
Docs only (items 24 and 10 of the community reports of 2026-10-06). Golden unchanged. |
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37558f0d5e | feedback5: merge CB5 — community reports (match / UI): module 特性追加 shown after the base trait (text only), a shop upgrade fills its new slot at once, spectators follow the player they picked through every phase (g.watch carries the playerId — PR #189's idea), the boss shows in boss-round prep scouting, the final-boss prep shows the pair together with green avatar frames (PR #191's idea, official colour); §25.19 after the hotkeys' §25.15; golden: the 18 bot matches (the upgrade's new card), battles unchanged | ||
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97105cbfad | feedback5 CB2: DESIGN §25.16 — the community reports of 2026-10-06 of stream CB2 (healers, summons, timers): 12, 18, 33, 34, 26, 14 fixed; 11, 13, 31, 32 answered with the evidence; design/network.md notes the countdown summons' snapshot hp | ||
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3d472e2304 |
feedback5 CB3: an in-place 复活 (M3茧甲, 埃芒加德) starts a deploy-timed skill again, so a 突袭 member with one jumps at once after the revive instead of waiting out the 10 s idle (community report of 2026-10-06, item 44)
Official: PRTS 盟约记录 备注 — "复活" is 退场 + a 0-time / 0-cost redeploy, i.e. a new deployment, after which a deploy-timed
skill ("部署后…秒内") runs again; a 突袭 member counts such a running window as 技能就绪 (bonds/addon/battle.js raidPoll,
GitHub #49 / #109) and jumps when nothing is in its range. Cause: the remake revives in place (fatal hook) — her window, over
by then, stayed over, and only the idle trigger was left (measured: 缄默德克萨斯 S3 jumped 10.00 s after an M3茧甲 / 埃芒加德
revive, 0.23 s after 不屈's real redeploy). Now items/battle.js revivedInPlace also restarts an activateOnDeploy skill on the
next tick: activated anew when its window had ended, its window back to the full duration when it still ran. The SP reset
and the other 部署时 effects of PRTS's form stay unmodelled (§21.21).
Golden: 1 scenario — roster-012: the elite 缄默德克萨斯 is revived in place three times (101 s, 105 s, 113 s) and her S3 runs
again each time (checked instrumented). Tests: test/sim/feedback5-raid-revive.test.js (3; the M3茧甲 / 埃芒加德 jump and the
window cases fail on the parent, 不屈 is the unchanged control). Docs: docs/SIM.md and docs/design/engine.md (fatal hook).
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ef10164773 |
feedback5 CB5: the boss round's prep shows both players of a pair together — the partner's pieces on the other half, as the battle places them — and frames the pair's two avatars in the official green (community report of 2026-10-06, item 51)
The own half was already the official one (the right-hand player on the right half with the
right_boss_*_camera_param camera, its layout mirrored col c -> 20 - c with RIGHT <-> LEFT, so its operators
face the leader as before: research 09 §1.2, DESIGN §15); the partner's half stood empty and nothing framed
the pair.
Server: in a boss round's prep m.private.bossMate { playerId, side, units } = the partner's board as UnitInfo
on its half (Match.bossMateView, finalAssault.js bossFieldPlacement); markPrivate marks the partner's
m.private with the mover's, so it follows live; a scout of either player (Match.prepFieldMeta) carries both
halves (`mate`), and its signature covers the partner's board.
Client: render/app.js syncMates draws the partner's units read-only ('m:<uid>' views: never picked, dragged
or swept with the own pieces) and the whole boss field is lit; the team panel frames the pair's avatars
(gameLogic teamFrameIds: the players still in by seat, two by two, as prepCamera — the boss field in the
fight) from the round start through the Final Assault / Hidden Core, with the official ui/battle
bg_team_border tinted the autochess green (#4ed8af; a plain ring without the local art); none for a lone
player, an eliminated player, a spectator seat, or 联防.
Overlap with PR #191 (same-field frames, issue #190; not merged): it published m.public bossPairing and
framed the partner alone in gold, 联防 included, plus a banner naming the partner; here the pairing is read
as the prep camera already does, both avatars get the official green frame, boss rounds only.
[ASSUMED] the partner's bench is not shown; one frame per avatar.
Golden unchanged. Tests: test/match/feedback5-boss-pair-prep.test.js (new, 4), the item 55 test now checks
the scouted player's own pieces (the partner's stand on the other half); SP_E2E
test/ui/feedback5-boss-pair.e2e.test.js (new, 2: both halves and the frames in prep and fight; item 55's
eliminated guest on the boss field with the leader). Docs: design/client.md §10 / §15, design/network.md,
PLAYING.md.
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f14f03a59f |
feedback5 CB5: in a boss round's prep a watcher sees the boss field — the scouted player's half (mirrored on the right) with the leader standing at its spawn — instead of the normal board without a boss (community report of 2026-10-06, item 55)
Reproduced in the browser (notes i55-repro, an eliminated guest at the boss round): in the Final Assault fight the watched boss field shows the leader (enemy_9013_acstmk at 10,3), but in the boss round's prep the eliminated player saw its own empty normal board (camera 'prep', no leader), and a scout of a teammate was the normal board too, while the players prepare on their half of the boss field with the leader standing there. Match.prepFieldMeta: in a boss round's prep the scout is built on the boss field (kind 'boss', BOSS_RECT, units through finalAssault.js bossFieldPlacement: rows − 7, the right half mirrored with RIGHT ↔ LEFT, the player's side; nextEnemies keeps the leader's spawn tile); game.js frames it with the boss-field prep camera of that side, which shows the leader (render/app.js leaderShown). With item 56 an eliminated viewer gets it at the round start without a tap. After the fix the same run: guest field kind 'boss', camera bossPrep, leader shown. Golden unchanged. Tests: test/match/feedback5-boss-prep-scout.test.js (new, 2). Docs: design/network.md, design/client.md (§15). |
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e8d2b45ad4 |
feedback5 CB5: an eliminated player (and a spectator seat) follows a player through every phase reset — the one it last watched, else the first player still in — instead of being sent back to its own empty board each round (community report of 2026-10-06, item 56; the idea of PR #189)
Official: research 09 §3.1 — after elimination the client keeps observing (self_dead_dialog KEEP_WATCH,
DeadAutoObDn { obIndex, state, preparation }, FindFirstAvailObTarget). Until 0.2.0 every phase reset cleared
an eliminated player's watch: in 回合开始 / 机变 / 休整期 it saw its own empty board, in battle the first field.
Server (server/match/match/watch.js): Match.watchPref (viewer → the player of its last manual g.watch: a prep
scout, a single-player field, or the new optional g.watch playerId on a shared 联防 / boss pair field — PR
#189's review point); _watchTargetOf = that player while still in, else the first player still in (seat
order, AI seats included); startRound scouts its board (_followScout, kept through 机变 and 休整期), both
combat modes and the boss fields start on its field, a resync / a spectator joining in prep gets the board,
a followed player who quits hands over at once. Client: the screen adopts the pushed board like a 前往查看 tap
(battle/observe.js followedScout; the stale-field fix of PR #189), keeps it through the prep phases (no camera
flight home and back), a spectator no longer asks for the first player itself; g.watch sends the tapped row.
Overlap with PR #189 (not merged): the same preference chain; differences — the fallback includes AI seats
(a lone human with AI teammates had nobody to follow), shared fields record the tapped playerId.
Golden unchanged. Tests: test/match/feedback5-watch-follow.test.js (new, 9), spectator.test.js updated (the
spectator follows the player it scouted). Docs: design/network.md, PLAYING.md.
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a3a0ddd2be |
feedback5 CB1: a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy — 砾's and 瑕光's 被击倒时 / 部署时 layers fire on every revive (community report 「卡西米尔和艾芒加德策略似乎有BUG:像砾和瑕光这种死亡和部署的叠层效果…无法触发」, items 9 / 37)
PRTS 卫戍协议:盟约 下半/PRTS盟约记录, 埃芒加德 and M3茧甲 备注: "“复活”的实现方式为:受益者因移动之外的原因退场时下次部署的 再部署时间和费用归零". Both revived in place as `fatal` savers, so the operator was never knocked out nor deployed again: 砾 (<部署时> 卡西米尔 +1, <被击倒时> 不屈 +2), 瑕光 (<部署时> +4, 12 per battle), the 卡西米尔 bond's per-deployment ATK, 克莱门莎 / 卡莱莎 and every other 被击倒时 / 部署时 effect skipped the first 3 knock-outs (measured: only the 4th, real death stacked). Now items/battle.js reviveNow, a `death` hook (M3茧甲 PRIO_RESPAWN 13, 埃芒加德 PRIO_BAND_REVIVE 12, ahead of 阿戈尔 5 at 11 and 不屈 at 10): the knock-out stands and the operator redeploys at once, free, where it lies (full HP, SP reset, a new deployment for 坚固维式重锤's lock — revivedInPlace and the `revives` counter are gone). The ctx carries `revivedBy`, so 阿戈尔 5 still does not count such a knock-out as the member's first (the owner's decision of 2026-10-05: an operator's own revive uses no slot; 埃芒加德 [ASSUMED] alike, unchanged). 淬羽赫默 S3 keeps its place right after the hammer's lock (PRIO_REVIVE − 0.5). Tests: test/content/feedback5-revive-redeploy.test.js (fails on the parent); bands / bonds_core / feedback1f-hammer / op_lessng / op_zuole / docs-consistency updated to the redeploy. Docs: SIM.md (fatal, death), design/engine.md (fatal, death), PLAYING.md (复活), research 04 (M3茧甲). Golden: the battles with M3茧甲 or 埃芒加德 whose operators fell — a revive is now a knock-out (deaths count, kill events, redeploy, SP reset, 被击倒时 / 部署时 effects): roster-012 / 026 / 033 / 040 / 047, boss-boss_6-pair, hidden-boss_8-pair / boss_9-pair, standin-07; matches solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1. |
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f1df0d359d |
feedback5 WAC: docs for the rebindable shortcuts — PLAYING §11 (the shortcut list and how to change it), README 操作 (Q / X added, the settings named), DESIGN §10 (design/client.md), §25.15, I18N's stale hotkey-line example
Golden unchanged (docs only). |
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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. |
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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 | ||
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6372f2892b |
feedback5 WAA: the 孤岛风云 prisoners leave the gate confined and change model as their official prefabs do — grey while 【禁锢】, the blinking orange warning before the last confined attack, red once freed; the 4th attack already hits freed (community report of 2026-10-06 「囚徒类敌人出门就是已解放的模型」)
- Cause, client: the prisoner skeletons carry three clip sets whose collar light is grey, blinking orange and red. The official battle prefabs (local client battle/enm_pfb_6.ab: the Graphic component's anim key -> clip table, the modes' replace pairs, the clip the Spine starts on) draw mode Default (【禁锢】) on the grey set, mode R (the warning) on the orange set and mode L (【解放】) on the red one. The name-based role resolver gave 普通囚犯 / 老练囚犯 their unnumbered set — the red one — so they came out of the gate freed; no FORMS entry existed, so no prisoner ever changed (强壮囚犯 / 拳师囚犯 / 重犯 / 传奇重犯 stayed grey). - Cause, sim: buff_template_data enemy_confinement[atk_cnt] spends a charge ON_BEFORE_ATTACK (not while 麻痹) and switches to mode R when one is left; enemy_liberty_listener[warning] switches to mode L before the next attack (PRTS "进行第4次攻击前,切换至解放状态"). archetypes.js prisoner() counted on the 'attack' hook, after the damage, so the 4th attack still hit confined, and it sent no form. - Now: prisoner() counts in `before` (an attack 麻痹 interrupts never gets there, PRTS 拳师囚犯), setForm 'warning' (fx 'phase', drawn silently: kinds.js SILENT_PHASES) before attack times-1 and 'liberty' (fx 'liberate') before attack times; 重犯's free-all and 杰斯顿's KO switch the freed ones too. render/units.js FORMS maps 'warning' / 'liberty' for the six skeletons (普通 / 老练囚犯 *2 / unnumbered, 强壮囚犯 *2 / *3, 拳师囚犯 / 重犯 / 传奇重犯 *_orange / *_red). tools/assets/spine.mjs PREFAB_SPINE_ROLES gives 普通囚犯 / 老练囚犯 their grey *3 set; data/assets.json regenerated (fetch-assets --offline --add-only, JSON compare: only those two anims and the hash), data/enemies.json too (build-data --offline: only their attackAnim.clip Attack -> Attack3, same length and strike frame). The 3D board draws the same Pixi views. - Docs: ASSETS.md (PREFAB_SPINE_ROLES, the prisoner forms), SIM.md (the form fx), design/client.md (FORMS). - Tests: test/content/feedback5-prisoners.test.js (the six: warning before attack 3, attack 4 hits with ATK +50 %, the forms reach the client and UnitInfo; free-all; 麻痹), test/render/feedback5-prisoners.test.js (manifest = the prefab's grey set, FORMS sets, view clips, PREFAB_SPINE_ROLES = the committed manifest) — both fail on the parent but the 麻痹 pin; test/render/feedback5-prisoners.browser.test.js (RENDER_E2E=1: three prisoners on the 2D and the 3D board, each model's set follows its sim form). - Golden: 28 scenarios. Only the warning's new 'phase' fx (the prisoner fell before its 4th attack): roster-001, roster-003, roster-007, roster-024, roster-033, bond-miraShip-low. The 4th attack now hits freed, one attack earlier than before, so the fight after it moves: roster-004, roster-022, roster-026, bond-kazimierzShip-low, bond-raidShip-low, bond-soloShip-low, bond-victoriaShip-low, bond-visiShip-low, standin-01, diy-024, diy-061, diy-065, diy-066, diy-094, diy-097, diy-104, diy-105, diy-127; only the per-second snapshots besides the fx: roster-021, diy-017; and the bot matches whose battles field prisoners: solo-ABYSS-2, solo-HARD-9-boosted. |
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66ae86b969 |
feedback5 WY: flying units hover 1.3 tiles (the client's 0.35 ÷ the standard prefab scale 0.27); the 帝国炮火先兆者 pair is drawn 1.263× taller and 木制瑞印 mirrored, as their official prefabs (from PR #211 by @xcdoge; the owner's decision of 2026-10-06)
Ported by hand from PR #211 by @xcdoge: - render/units.js: FLY_HOVER 0.32 → 1.3, flat (the official fly offset is one model-independent Vector3(0, 0.35, 0) in the client's character space, whose unit is the standard battle-prefab scale 0.27; an official screenshot measures 1.2–1.4 tiles); enemyModelScaleY multiplies the skeleton's Y scale and the head (bar) height, also in the impostor path; a mirrorX model flips on top of the direction flip. The body, its HP bar, damage numbers, projectile hits and skill rings ride `hover`, the shadow stays on the ground; one camera drives the units over the 2D and the 3D board. - tools/build-data.mjs MODEL_STRETCH_Y / MIRRORED_PREFABS → enemies.json modelScaleY / mirrorX; data/enemies.json regenerated offline here (the PR's one-line blob was not taken) — JSON compare: only enemy_1112_emppnt / enemy_1112_emppnt_2 modelScaleY 1.263 and enemy_1196_msfyin mirrorX true. - tools/local-extract/enemy_model_offsets.py (optional, host-side prefab reader) and docs/research/12-flying-visuals-official.md (without the claim that the owner said 「都要」 on 2026-10-05 — the owner's decision of 2026-10-06 is cited; where the quirk enemies appear corrected against 0.2.0's data: 帝国炮火先兆者 is a FLY special enemy of the mode, 帝国炮火中枢先兆者 comes with the bounty 战术特训·飞行III, 木制瑞印 is in no wave). No screenshot or extracted art committed. Tests (from PR #211): test/render/unitview.test.js (FLY_HOVER ≈ 0.35 / 0.27; the same lift for every flyer; a flying view lifts by FLY_HOVER — added here: its body and HP bar ride the lift, its shadow stays on the ground), test/render/playtest6-enemies.test.js (the data keys; the 1.263 aspect and bar height; the mirrored model's x sign); both fail without the renderer change; the 425 render unit tests pass. Docs: DATA §9, ASSETS, design client.md, research 00 / 12, DESIGN §25.13.5 and the §25.10 table. Golden unchanged (drawing only; the sim reads neither field). |
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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. |
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575333137c |
feedback5 WX: the 39 summon models no web dump carries come from the local client (extract.py TOKEN_SPINES) and are drawn instead of the avatar diamond when data/local-assets.json lists them
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages; the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and 予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install). - tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*, 酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named]. - assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale). - setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local client", DEPLOY.md §6, DESIGN §13 (design/client.md), README. - Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk, alpha merge), test/assets.test.js (the local token models load like the client does), test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged. |
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a7fbc7da33 | feedback5 WW: links after the DESIGN split — README's docs table (DESIGN.md is the index, the rules in docs/design/, the revisions in docs/history/), ARCHITECTURE.md (§5 / §6 / §8 / §9 / §14 link their design/ files; the docs/ and test/helpers/ rows), CONTRIBUTING.md (deviations and rule changes go into docs/design/ with the release's revision in docs/history/; 中文 and English), SIM.md (§5 → design/engine.md), META.md (§6 / §8 → design/match.md, design/network.md), DESIGN §2's docs/ line names the index, its parts and the newer docs; citations "DESIGN §N" stay as they are (the index resolves them) | ||
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da1f5830ca |
feedback5 WW: split DESIGN.md into docs/design/ (the current rules) and docs/history/ (the per-release revisions), section numbers kept — a pure move: every ## N. block (heading, text, the --- after it) moves verbatim, each part file only gains a title line and a pointer to the index; docs/DESIGN.md keeps its header and becomes the index (a § → file table). design/overview.md §0 §1 §2 §11 §12, geometry-time.md §3 §4, engine.md §5 §7, match.md §6 §16, network.md §8 §14, client.md §9 §10 §13 §15; history/v2.2-playtest3.md §17, v2.3-playtest4.md §18, v2.4-playtest5.md §19, v2.5-playtest6.md §20, 0.1.1.md §21, 0.1.2.md §22, 0.1.3.md §23, 0.1.4.md §24, 0.2.0.md §25. Round trip: the index header plus the blocks in § order reproduce the pre-split DESIGN.md byte for byte (813 785 bytes, sha256 fe81884c…). Tests: test/helpers/designDocs.js designText() (the split script's splitBlocks / designText) reassembles the text in § order; docs-consistency and feedback1-gaps read it instead of docs/DESIGN.md (every pin unchanged); docs-paths guards the split (each § exactly once in docs/design/ or docs/history/, the index row of every file names its sections, every "DESIGN §N(.M)" cited in the repository is a heading — 779 in 327 files today); package.test keeps docs/design/ and docs/history/ out of the zips; golden unchanged
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