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27
Commits
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e86c7c8304 | Let charged guardian heals act without enemies and fix mixed S2 triggers (#406) | ||
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85b694f206 | Fix source-owned Lemuen detection and wanted skill triggers (#428) | ||
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3f19b5981d | Count Fartooth granted layers on doll swaps (#415, #429) | ||
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2e122873f0 |
0.2.3: add Clementia and Shu/Ulpianus modules (#437)
Regenerate roster-019, roster-038 and diy-059 through diy-140 for added and regrouped loadouts; other golden families unchanged. |
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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 (
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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. |
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2de2feee3c |
feedback7: merge fb7-dobermann — 教鞭 is the official three-choice (PR #353 by @Sukvii, the owner's decision), the Final Assault / Hidden Core pay a 战术特训 card's perfect coins (guarded by b.progress leaksBy), the bots put zero-range heavy guards on the road first (PR #339 by @IceCodeNew, placement only)
- Conflicts (the branch started at |
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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
(
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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). |
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56a7b918a9 |
feedback7 dober: 教鞭 is the official personal choice of three 战术特训 cards again, not a random one (PR #353 by @Sukvii, the owner's decision of 2026-10-08); golden: coop2-NORMAL-8-serverrun and coop2-ABYSS-10-boosted move
Seen: the Art 教鞭 (杜宾's strategy) drew three 战术特训 cards and added a random one — a documented simplification (docs/META.md §2.5: a personal choice would need its own phase, protocol message, timer and AI takeover). Official: act2autochess choice_event hunter_band_1 is a PERSONAL_CHOOSE; PRTS 下半 记录 §法术 教鞭 "使用后销毁,于3个战术特训的悬赏任务中选择一项". The owner decided on 2026-10-08 to follow it. Taken from PR #353 (code and tests by @Sukvii), ported to the split 0.2.2 modules. Now: ctx.offerBountyChoice -> Match.offerBountyChoice keeps up to three different mode-eligible cards (15 of 20 in 标准 / 险境, 20 in 绝境 / 终极; one meta-rng shuffle) in PlayerState.personalChoice, m.private only (same cards after a reconnect); g.choice { idx, choiceId } confirms it (Match.pickPersonalChoice: owner, id, round, index; a request without a choiceId is still the public draft, a stale id never falls through to it). No new phase or timer: Ready is refused while it is open, the prep's deadline picks at random before the temp pieces and Ready, a bot or a 托管 seat picks with the bounty scorer (botPickCard, the bots' seeded rng; at the prep's start, after the cast, before Ready; the scheduler's fallback picks at random if a step fails). The client reuses ChoiceOverlay (personal: no order, no turns, the prep's countdown) over a locked prep, the Ready reasons, the mock harness; six UI strings in en / ja / ko / zh-TW. An eliminated player's offer goes with it; invariants.js flags an offer outside its owner's own open prep. Not taken from the PR: its §25.24 in the released docs/history/0.2.0.md (the 0.2.2 section is the integrator's), its edits of the Ready toggle beyond the personal-choice case, its tail placement of the i18n keys. Golden: coop2-NORMAL-8-serverrun (ai_0 杜宾 casts 教鞭 from R2 on and now scores the three cards: teamLp 39 -> 34, virtualMs 121400 -> 118400, rng shop 511 -> 483 / bots 18063 -> 18070 / meta 112 -> 103) and coop2-ABYSS-10-boosted (ai_1 杜宾: virtualMs 121650 -> 124650, shop 590 -> 589 / bots 22075 -> 22096 / meta 141 -> 154); both first differ in round 2, every other scenario and family is unchanged; node tools/golden.mjs --twice is identical. Tests: items.test.js (three distinct cards, the tapped one applied once, nothing before the confirm, a refused cast keeps the Art / count / rng / uid, an eliminated player's offer), economy.test.js (Ready refused, the deadline picks before endPrep, solo prep untimed), connection.test.js (two players' offers, reconnect, foreign / duplicate / old ids, an offline player's pick at the deadline), bot.test.js (托管 takeover incl. the failing-step fallback), bot-smarter.test.js (the scorer's pick, deterministic per seed, no rng draw when nothing is pending), followups.test.js (R14 / R15), draft.test.js, unitStats.test.js (protocol), hardening.test.js (invariant), gameLogic / playtest3 / playtest4 (view model, Ready reason, ChoiceView, actions), mock.e2e.test.js and playtest2.real.e2e.test.js (browser, SP_E2E=1). |
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4bd154e326 |
feedback7 R22-GHSIM: a 速射手 (优先攻击空中单位) blocking a ground enemy shoots a flyer in its range first; every other attacker keeps its blocked enemy first (GitHub #220, the owner's decision of 2026-10-08); golden: roster-026, roster-037 move
The owner's decision (relayed 2026-10-08): only the 速射手 air priority outranks the attacker's own blocked enemy — PRTS 索敌的概念 「阻挡(近战限定)→特殊优先级→…」 — while the user's playtest #6 rule 「阻挡了就一定要能打到」 keeps 'blocked first' for every other attacker and priority. PR #220 by TsangAsuna (for #205) moved every special priority ahead of the block; re-implemented for priority 'fly' only (targeting.js sortEnemyTargets: the fly key, then blocked, then the rest as before) — the trait's priority and a skill's targeting priority 'fly' (新约能天使) alike. Seen (repro): 能天使 on a melee tile blocking a walker kept shooting it with a flyer in range; now the flyer, and 远牙 (神射手, lowest DEF first) still hits the enemy it blocks over a softer or a flying one. Docs: SIM.md (blocking), design/engine.md, PLAYING.md 阻挡. Golden: roster-026 (流星, 速射手) and roster-037 (新约能天使's priority 'fly') now shoot flyers in range while blocking. |
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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). |
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11fd65a5a5 | feedback5: merge R19E — every enemy finishes its attack clip after a strike before it moves on (PRTS 状态机: ATTACK → MOVE after the attack ends; the 鸭爵 swap's 流泪小子 no longer walks off on its strike tick, community report and GitHub #214), and the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of 0 s (the owner's decision of 2026-10-07, a deliberate deviation for that copy only); golden as R19E's commits (216 scenarios + solo-HARD-2), the merged tree differs from the branch only in R19G's three 蕾缪安 scenarios | ||
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dd66adfbd1 |
feedback5 R19E: the 鸭爵 strategy's swapped-in 流泪小子 hides again 1 s after a block ends instead of the official 0 s — a deliberate deviation, the owner's decision of 2026-10-07 (「要不等待个1秒这样再重新隐匿」); a separate commit the integrator can drop; golden: 1 scenario moves (matches solo-HARD-2)
content/enemies/archetypes.js stealth: an enemy spawned with the band's swap tag 'duck' (content/bands/meta.js duckReplace) gets its 隐匿 back no sooner than DUCK_STEALTH_RESTORE (1 s, content/enemies/helpers.js) after a block ends — in practice 流泪小子 (enemy_2034_sythef_2), the only one of the four swaps with 隐匿, officially 0 s (PRTS 流泪小子 「隐匿(解除阻挡0秒后恢复)」). The same enemy anywhere else keeps 0 s: the bounty card's 流泪小子 (enemy_2034_sythef), an untagged spawn; a 3 s 隐匿 stays 3 s; a copy leaked into 联防 keeps its tag and the 1 s. After each strike (its stunned blocker lets go) it is now revealed through its 0.8 s post-strike stand and 0.2 s of walking. Measured, 8 seeds each — leaked / HP left / revealed s per battle; W = 3 elite melee in a lane + an elite sniper vs the R6 wave's ground enemies with one swapped 流泪小子, B = 8 elites on 战场#01 vs the whole R6 wave with one swap: before the clip fix W 5/8, 42 %, 2.3 / B 8/8, 47 %, 3.2; after it W 5/8, 31 %, 2.6 / B 8/8, 58 %, 2.5; with the 1 s W 4/8, 31 %, 4.0 / B 8/8, 56 %, 5.5. Options for the owner (measured on the fixed engine, not built): 2 s W 4/8, 31 %, 5.4 / B 8/8, 46 %, 8.5; 3 s (the general 隐匿 rule) W 4/8, 31 %, 6.4 / B 8/8, 39 %, 11.5; a 1.5 s stun on the copy (below its 2 s interval, so its blocker takes it over again) W 4/8, 2 %, 4.0 / B 4/8, 6 %, 5.5; a 1 s stun: knocked out in all 16; the 1 s delay + a 2 s stun W 4/8, 21 %, 5.1 / B 5/8, 26 %, 8.1. Worse: half speed while 隐匿; a stunned operator that keeps blocking it (pins that operator for good). Golden: matches solo-HARD-2 — its bot holds 鸭爵; the swapped 流泪小子 of round 13 is free and revealed for 49 ticks in its 1 s windows (the round-12 one is never released by a block), so the match parts at round 13 (a victory instead of a defeat); the other 282 scenarios unchanged. Tests: test/content/feedback5-duck-restealth.test.js (3; the swap's 1 s and the band path fail on the parent, the 0 s guard passes on both); enemies_bosses, feedback2-surtr-stealth, feedback1-ducklord, feedback5-attack-clip-rest pass. Docs: CHANGELOG 0.2.0 有意与官方不同的调整 (and the 核实后不是问题 line points to it), docs/history/0.2.0.md §25.22.6, docs/PLAYING.md, docs/SIM.md, design/engine.md. |
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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
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2b0dfceabd |
feedback5 R19D: 5-阿戈尔 revives — the members the battle-start devour knocks out revive once every devour pass is over, by board position (columns from the left, bottom first: the [ASSUMED] reading of the community report's 「左下到右上」), not in knock-out order; later knock-outs take the slots left in time order, uneaten members none (community report relayed 2026-10-07); golden: unchanged
The report's steps 1-2 were verified and hold: the bond HP is on every member before the devour (an elite 深巡, 2904 HP / DEF 655, stands its 4345 from 15 layers on), and each mark is one 5000 物理流失 less DEF (PRTS), so a member in the middle of a chain is marked by every 阿戈尔 behind it — that is what knocked out the reporter's 蓝蒂 / 小鲨. Golden unchanged: the corpus's only 5-阿戈尔 battle (bond-egirShip-high, 999 layers) has no devour knock-out. DESIGN §25.22.5. |
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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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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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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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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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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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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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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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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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