Commit Graph
100 Commits
Author SHA1 Message Date
sganggs 3dd2213e47 0.2.5-dev: merge claude/036-sim
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
#	test/golden/matches.json
2026-10-12 15:50:42 +08:00
sganggs a451ddcf6b 0.2.5-dev: 耶拉 S2 (both forms) and 荒芜拉普兰德 S1 keep the operator's own hit next to the drone hit — only drone-only skills skip it (review fix of the funnel port); golden: more funnel scenarios move, attributed in docs/history/0.2.5.md 2026-10-12 15:50:41 +08:00
sganggs 9b37a68fcf 0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording (#470); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier (#515, after research; the owner's decision); golden: unchanged 2026-10-12 15:24:07 +08:00
sganggs a8ff5e7c1d 0.2.5-dev: merge claude/036-touch
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs bb88031256 0.2.5-dev: merge claude/036-scene
# Conflicts:
#	CHANGELOG.md
#	docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs 537b1ec517 0.2.5-dev: merge claude/036-ui2
# Conflicts:
#	docs/history/0.2.5.md
2026-10-12 14:59:34 +08:00
sganggs d482fbb8ba 0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs a3e8460bb0 0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule (#412, the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page (#543); golden: unchanged 2026-10-12 14:59:20 +08:00
sganggs 37e0fffb34 0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR #523 and its detail opens in the preparation phase (PR #523 by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md) 2026-10-12 14:59:19 +08:00
sganggs e0f3771821 0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md 2026-10-12 14:45:01 +08:00
sganggs 52b70434d0 0.2.5-dev: a restore-defaults loadout sync is never overwritten by an older in-flight sync (PR #540 by @Xinglan233, ported); importing a loadout with ops is refused before writing when the DIY data is missing (PR #538 by @Xinglan233, ported); the player package's package.json keeps only scripts whose files ship (#531) and its docs link unshipped files to the release tag on GitHub (#530); golden: unchanged 2026-10-12 14:45:01 +08:00
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
sganggs 6bfc08270c 0.2.4-dev: round-29 community fixes and the official shared card pool
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475: online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473, the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs 9ec84f36a0 0.2.3: the install icon keeps the 0.2.x mint rook (the owner's choice), refined: a narrower tower, lighter base and more padding so it sits well among launcher icons; manifest sizes, maskable and favicons re-exported (the ICO keeps its transparent mask) 2026-10-10 02:36:12 +08:00
sganggs 9042125430 0.2.3: 重绘系列通用安装图标并记录功能审核决定(#413、#77/#408、#444、#407) 2026-10-10 02:11:23 +08:00
sganggs ba5b998a72 0.2.3: Clementia S2 releases a dead, hidden, uncarriable or pathless rider at once (slot and weight back before the same tick's boarding checks); same-browser match recovery never takes the seat of a window that is reloading or still starting (a tab keeps its own session token; seats are stamped at the server's welcome, the older welcome wins); golden: diy-135 moves (outcome unchanged) 2026-10-10 01:58:06 +08:00
sganggs 821ab827bd 修复赤刃明霄陈三技能对空自动开启并核实社区反馈
S3 的扩展范围含可选中的飞行目标时可以自动开启剑气;普攻保持仅对地。
[ASSUMED] 自动触发区域沿用扩展攻击格和永久射程延长,不扩张到未来剑气的整条路线。

补测部署技能与休整属性预览、后排协防蕾缪安真实锁定耗弹、诗怀雅落地金币、
莎草对炸弹的治疗链,以及予愿三种技能的普通地面溅射和无视可选性例外。
未复现的报告保留证据边界;诗怀雅被动落地投瓶符合 PRTS。

全 285 场 golden 重建并验证,仅 diy-074 变化:新增 4 次陈 S3,伤害 142376→163563,
时序/选敌改变后击杀 21→18、漏怪 96→99,223.83 秒和结束方式不变。
其余 284 场不变。

CI:5879 tests,5876 pass,0 fail,3 skip;setup/smoke/lint/imports/typecheck 均通过。
新增 16 项回归,相关 6 文件 63/63,补充 2 文件 20/20,文档 31/31。
2026-10-10 01:02:23 +08:00
sganggs 708caf7d06 fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.

Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
2026-10-10 00:45:41 +08:00
sganggs f3658a0dd4 0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative
card preferences and emotes, skill sound banks, per-operator voice choices,
text sizing, install prompts, closed-tab recovery and unanimous setup rerolls.
Retain late deployment elapsed time and resolve echo/counter pulses without
recursive hook overflow. Independent final review remains pending.

Golden: roster-016, roster-035, roster-036, roster-045;
boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair,
hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence.
diy-132: Necras extra activation targets.
coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes.
hidden-boss_10-solo: echo pulse FIFO resolution.
See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
2026-10-09 22:55:24 +08:00
sganggs e86c7c8304 Let charged guardian heals act without enemies and fix mixed S2 triggers (#406) 2026-10-09 17:31:42 +08:00
sganggs 85b694f206 Fix source-owned Lemuen detection and wanted skill triggers (#428) 2026-10-09 17:29:46 +08:00
sganggs 4980ee786f Preserve enemy facing through push and pull slides (#418, #427) 2026-10-09 17:16:49 +08:00
sganggs 2fdc565c7c Reuse held Spine poses and redeploy countdown textures (#434) 2026-10-09 17:14:50 +08:00
sganggs 3f19b5981d Count Fartooth granted layers on doll swaps (#415, #429) 2026-10-09 17:12:18 +08:00
sganggs 8a8db0eb94 Fix clipboard fallback selection inside dialogs (#433) 2026-10-09 17:11:03 +08:00
sganggs 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.
2026-10-09 17:10:30 +08:00
sganggs 775d4f8515 feedback7: merge fb7-dragsnap — a dragged operator stands on the tile under the pointer while that is a legal target, as in the owner's recording of the official deployment (the report in PR #403 by @bubububaoshe; the pick, highlight, wheel and drop stay the pointer's tile); §27.62; golden: unchanged 2026-10-09 01:43:00 +08:00
sganggs 9405aae60c feedback7 R23-DRAGSNAP: a dragged operator stands on the tile under the pointer while that is a legal target (a board tile or a bench slot: render/drag.js dragStandTile), as in the official deploy drag (the owner's recording of 2026-10-09), and is held under the pointer elsewhere (an illegal tile, the shop bar); the pick, highlight, tileHover, wheel and drop stay the pointer's tile — the report in PR #403 by @bubububaoshe (not merged); §27.62; golden: unchanged 2026-10-09 01:38:57 +08:00
sganggs 6de5dec30c feedback7 R23-TICK: docs for whole-frame attack intervals and SP costs (PR #402 by @Cloudnyco) — SIM.md §2 / §7.1, design/geometry-time.md §4, DESIGN §27.61 and the intro's area map; golden: none in this commit (the previous one moved every family: roster, bonds, fields, matches, standins, diy)
docs/SIM.md §2: the countdown (attackCountdown, 1e-9 like timeLeft / buffs / every()), 1 s = 30 ticks and 3 s = 90, the
双眼皮 turrets and 寒檀's icicles on it, the drones that compared with 1e-9 already, the count-up content clocks not
covered; the official note — PRTS 作战机制/sandbox 「帧对齐机制对攻速的影响」: one frame = 1/30 s, since 2019-12-24 a
non-integer frame count is rounded (四舍五入; before, 进一取整), an exact one stays; here a non-integer count still ends on
the tick that crosses 0 (⌈30 × interval⌉: 1.25 s = 38, 能天使's 0.678 s 21 against the official 20) — an older
difference, unchanged. §7.1: SP within 1e-9 of the cost is the cost (gainSp, _normalize). design/geometry-time.md §4:
the engine's timer tolerance in one place. history/0.2.2.md §27.61 (Seen / Official / Now / Golden with the end-result
flips one line each / Tests / Docs) and the area map's "→ §27.61". docs-consistency + docs-paths: 31 pass.
2026-10-09 01:37:32 +08:00
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 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 ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
  gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
  merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
  META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
  dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 22:11:49 +08:00
sganggs 1ab1276354 feedback7 dober: docs — a seat that left does not pick its open 教鞭 offer, it is eliminated and the offer dropped (META §2.5, design/match §6.6); golden: unchanged
Seen (review of this branch): the §2.5 bullet said an engine-played seat, "one that left" among them, picks like the bots do,
and design/match.md called the finalizer a "disconnected-seat" one. onLeave -> _quit -> PlayerState.eliminate clears the
bounties and personalChoice (META §1.3 already says the offer goes with the seat); a merely disconnected human is not bot
controlled — it waits for the prep's deadline like for any prep action. The sentences now say that. No code change.
2026-10-08 22:01:37 +08:00
sganggs 66a228c64c feedback7 dober: a boss field's perfect-payout card is paid only where the client's result agrees with its own b.progress (b.progress.leaksBy splits the field's LP per player); golden: unchanged
Seen (review of this branch): the Final Assault / Hidden Core path trusts a client's b.result — validateClientResult skips
the leak multiset for boss fields and nothing re-simulates — while the team LP a field costs arrives through b.progress.leaks.
Commit 05eb2b80 paid the perfect-payout cards from the result's leaked list, so a modified authority could have the server
charge a leak and then report two empty lists (LP 58 -> 57 charged, both seats +2: FORGE_BOTH_EMPTY) or pin the leak on the
partner's list (the forger +2, the partner 0: FORGE_PAY).
Now: b.progress carries `leaksBy` (shared/protocol.js, optional; spec.js battleProgress for a boss / hidden field): per
player, the LP of the leak entries the result will show (compactResult's list, lpr clamped as on the wire); `leaks` minus its
sum is the leader's own "扣除目标生命" effects (boss "Doom" / 斥退 / 萨米 Doom), which are no leak and must not cost a perfect
seat its card. The browser runner and the test SimClient send it; the server keeps the highest value per player (f.leaksBy).
Match._bossLeaksAgree (called by _finishFinal) pays a seat of a client-reported field only when (a) the LP the authority
reported was split at all (leaksBy seen whenever lpReported > 0 — a report without the split explains nothing) and (b) the
seat's leaked list shows at least the leak LP reported for it. A server-run field (no client, a takeover) is the truth itself.
Not stopped, and said so in the docs: an authority that lies consistently (a split that blames the partner, a leak labelled as
the leader's effect) — the boss path has no second source; what is caught is a result that contradicts its own progress.
Tests (test first; the three forge tests failed on the parent with [2, 2] / [2, 0] paid, the runner test on the missing field):
clientCombat.test.js — charged leak + two empty lists -> 0 / 0; the leak moved to the partner -> 0 / 0 (with and without a
split); honest split -> the clean seat paid, the leaker not, a leader's effect LP costs nobody; two honest SimClients end to
end; the protocol field; runner.test.js — the browser runner's boss progress carries leaksBy; docs-consistency pins the
b.progress signature. Grok's two repro scripts now print +0 / +0.
Golden: unchanged (matches 18 / full 283 scenarios match; every golden boss field is server-run).
2026-10-08 22:01:26 +08:00
sganggs 2492966c4f feedback7: merge fb7-late — #389 / PR #390 画卷 keeps the items to copy across a merge, #385 / PR #387 spectator bond details count the hand like the own popup, #394 / PR #395 Enter during facing selection follows the focus, #281 the attack range drawn on a tapped operator, #388 引星棘刺 S1 DEF stacks, PR #386 谢拉格 寒风 blows bottom-up (owner)
- Golden union OK (roster-033 / roster-034 moved on both sides: #298 and #388); broad node --test 5598 (5596 pass, 0 fail,
  2 skipped); lint 0 errors.
2026-10-08 21:54:03 +08:00
sganggs dc336f24a1 feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响
观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new:
one list instead of three columns of cards.

- screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 |
  模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a
  two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the
  潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list.
  The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the
  潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay
  with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices.
- screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and
  CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line,
  the stand-in note for a chess marked not owned).
- screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither.
- css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail
  slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at
  1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's.
- The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the
  skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot).
- i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast).
- Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js).
- Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the
  shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's
  section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at
  潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps
  replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides
  over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击
  454; the detail's 未精英化 → 413; the row follows; 恢复默认).
2026-10-08 21:38:26 +08:00
IceCodeNew 0ca2a9c21a feedback7 R22-LATE: an open detail card draws its field unit's current attack range — own board pieces in prep, any ally operator / summon in battle or on a scouted board; golden: unchanged
GitHub PR #281 by @IceCodeNew (this commit is substantially the PR, ported onto 0.2.2-dev; the field-detail range
idea after @BBleae's fork commits c6437f1 / b451bad, credited here instead of the PR's Co-authored-by trailers). The
unofficial skill-range preview the PR first had is gone (the owner's reply of 2026-10-07: only official-like
behaviour); what remains is the range the unit fights with now.

screens/game/range.js inspectRange resolves the open card's unit: an own board piece in prep (its loadout or
stand-in record, its facing — this replaces the prep selection's range effect); in battle or on a scouted board an
ally op / token on the field, at the snapshot's tile, with the live stats' range when there is one; never an enemy,
a dead or undeployed unit, or a scouted bench unit (UnitInfo `area` hand / temp — the tag the server sends since the
#385 fix; renderInfo now keeps it). shared/protocol.js unitStatsEntry gains an optional `dir` (the unit's facing now:
the snapshot tuples carry none and UnitInfo.dir is the facing at send time). tokenVariantFor moves to
gameLogic/loadout.js. Drag, the wheel and the pen clear the overlay.

Added on top of the PR: a test from the server's own scout m.field (board operator ranged, hand / temp none), docs
(PLAYING.md, design/client.md, design/network.md), comments.
Tests: test/ui/inspect-range.test.js (6), test/ui/playtest6_summons.test.js, test/match/unitStats.test.js;
test/ui/inspect-range.e2e.test.js (SP_E2E + CHROME_PATH: run here, 1/1). Golden unchanged (display; m.unitStats only).
2026-10-08 21:27:33 +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 31fee55c6c feedback7: merge fb7-fields — PR #337 boss-field portals teleport (route-end portals: hidden 3 s, out of [5,10], leak at the side's door), PR #347 碎铳之簧 chases the full 5 s, #370 耀骑士临光's redeploy reduction floored at 0, #375 the water-map patrol takes the official upper road
- Grok review: MERGE AFTER FIXES — the end-portal wait (0 s → 3 s, the data's modal crossing) fixed on the branch
  (1205336a). solo-NORMAL-1 still fails the Hidden Core (explained in the branch commits).
- Golden union OK; broad node --test 5517 (5516 pass, 0 fail, 1 skipped); lint 0 errors.
2026-10-08 21:20:37 +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
farridge 519f04e2d5 feedback7 R22-LOADOUT: 干员调配's detail starts with the operator's 特质 (the in-match card's block), and the compact skill tags of the quick choices; golden: unchanged
Substantially PR #301 by @farridge (its non-layout part, ported; the owner's decision of 2026-10-08: 「可以做,具体布局
怎么优化你来决定」 — the card layout is redesigned in the next commit):
- ui/detailPanel.js exports GarrisonBlock; screens/loadout.js LoadoutGarrisons renders the 特质 of the form the detail's
  普通 / 精锐 skill toggle shows (garrisons.json `descRaw` with its trigger markers, 「<进入休整期时>」 …) at the top of the
  detail; garrisons.json loads with the overlay; its reading sizes in loadout.css.
- ui/loadoutModel.js quickSkillTags: SP recovery (攻回 / 受回 / 自回 / 被动, 部署触发 for a deploy-and-expire passive) and
  duration (s, 弹药, 常驻, ∞, 瞬发) from the generated SkillRecord, never from a localized description.
- i18n: the six new strings in the four packs (en from the PR; ja / ko / zh-TW added).
- Tests: test/ui/loadout-quick.test.js (from the PR, 4): quick tags of 空弦 / deployment skills / ammo / infinite, the 特质
  blocks of 空弦 / 星熊 / 缄默德克萨斯 both forms; loadout-stats.test.js reads the new import.
2026-10-08 21:06:30 +08:00
IceCodeNew e63214571d feedback7 dober: the bots plan a zero-range heavy guard (range 0-1: only its own tile) on a free enemy-road tile first (PR #339 by @IceCodeNew, that part only); golden: 9 of 18 matches move, no result flips
Seen: 蛇屠箱 and the seven other operators with the range 0-1 (角峰, 古米, 泡泡, 折桠, 菲莱, 塞雷娅, 余 — 16 chess records, all
melee blockers with block 3, the elite 角峰 4) block and hit only on the tile they stand on. The layout planner maximizes an exposure model whose
kill estimate saturates in a full layout; the tile then falls to a 1e-6 rng tie-break, so a guard stood off the road, where
it neither blocks nor hits (reproduced: planLayout with six of them on act2autochess_m04, seed 11 — 蛇屠箱 off the road; over
40 seeds of the eight stages 16 of 320 guards stood off the road: 11 because the eight guards outnumber the 7 free road tiles of
act1autochess_m03 / act2autochess_m02, 5 avoidably — after the change only the 11 are left).
Official: excel range_table "0-1" is the single grid (0,0).
Now: planLayoutSteps keeps the best road tile (model.ground) for a blocker whose deployed range grid (rangeRec: its
loadout's) is exactly one (0,0) grid, and takes it before the overall best; with no free road tile the best legal tile as
before (a high-ground 「可以放置于远程位」 blocker keeps its own preference first).
Not taken from the PR: the scarce-card penalty of buyScore, the item scoring (人事部文档 "only with nine 炎" contradicts the
official 部署上限变为 9), the 神秘 morph fit and the draft yield — AI heuristics with no official text, and the golden
swing they caused (a solo match that cleared the Hidden Core no longer did) came from them, not from the placement.
Golden (matches only; every other family unchanged, --twice identical): solo-FUNNY-1 (from R7: boss pool left 74740 -> 71550,
still a loss in R8), solo-NORMAL-1 (from R4: same win, Hidden Core cleared, team LP 26), solo-HARD-1 (from R4: boss pool left
3046117 -> 2940542), solo-ABYSS-1 (from R4: 2303334 -> 2281356, still a loss in R13), coop2-NORMAL-3 (from R4), coop2-HARD-4
(from R4), coop4-FUNNY-6 (from R3: virtualMs 128500 -> 127000), coop2-NORMAL-8-serverrun (from R3), coop2-NORMAL-70-diy (from
R6): rows, stats, lineups and rng draws differ, wins, losses and rounds passed do not.
botbench A/B on 12 seeds each (solo HARD / ABYSS, coop4 NORMAL / HARD): wins 1 / 0 / 11 / 3 both before and after, rounds
passed 13.00 / 11.92 / 14.00 / 13.00 -> 12.92 / 11.92 / 14.00 / 13.17, LP left 18.7 / 6.5 / 80.1 / 27.9 -> 18.8 / 7.4 / 83.7 / 28.0.
Tests: bot.test.js — the PR's saturated-layout case (蛇屠箱 blocks and hits only on a road tile, a real battle on both tiles;
the road full: a legal fallback) and every stage over 40 seeds (the eight guards fill min(8, free road tiles) road tiles);
both fail on the parent.
2026-10-08 20:58:20 +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 96d9441ff1 feedback7 R22-LOADOUT: the server takes each player's 潜能 / 练度 per operator and every owned operator fights at them (default 潜能 6, 精英2 Lv.60); golden: roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 134/138 moved (+10 % 练度), standins unchanged
The owner's decision of 2026-10-08: 「调配干员里自己设置吧,默认满潜满加成」. Official: the account's potential (调度手册);
the 自持有 bonus to owned operators of the same name, initial and elite alike (activity_table cultivateEffectList).

- shared/protocol.js: room.loadout { entries, ops? } — `ops` = { [charId]: { potential?: 1–6, cultivate?: 0–3 } }
  (isLoadoutOps, ≤ 256), checkLoadoutOps (strict like checkLoadout: an operator of the 干员调配 roster or the 自选 owned
  pool — cultivationCharIds; defaults dropped, entries stored complete); absent = none set.
- server/lobby.js / net.js: checked with the entries (either refused ⇒ nothing stored), session.ops / seat.ops /
  seats[].ops, match.setLoadout(playerId, loadout, ops) in INFO_CHECK only.
- PlayerState: ops re-checked and frozen (bots none); cultivationFor (shared/potential.js cultivationOf: null for a
  补位 stand-in or a prototype 自选 pick); loadoutFor carries potential / cultivate; battleInput states `potential` /
  `cultivate` for every owned operator (the chess as itself, an owned 自选 pick) — an old seat without ops and every bot
  at 6 / 3; the 自选 summons' hand count follows the owner's potential (望's 棋子 6 below 潜能3); m.private.ops; the
  scouting UnitInfo carries potential (below 6) / cultivate.
- tools/golden.mjs: the direct-spec scenarios field the default player (owned operators at 潜能 6 / 练度 3; stand-ins
  and prototype picks neither), as PlayerState does.
- Golden: every battle with an owned operator moves — ATK / DEF / max HP ×1.1 from the first second (roster-001:
  角峰 ends at 3527 HP instead of 3115; the first differing snapshot window is 0–10 s in every moved battle); the
  matches part at round 1–8 (battle results, then the bots' boards). Unchanged: the 10 stand-in battles (a stand-in has
  no 练度) and diy-135…138 (the four prototype 自选 battles). No engine error.
- Docs: design/match.md §16 (潜能 / 练度), design/network.md (room.loadout ops).
- Tests: test/match/potential.test.js (new, 4): the ops wire / data check, battle input of a human (settings, defaults,
  stand-in none, elite shares the charId), an old seat and a bot at the defaults, spec → battle, scouting units; 自选
  owned pick vs prototype and 望's hand count; Match.setLoadout in INFO_CHECK only, a refusal changes nothing.
  test/lobby-loadout.test.js (+2): strict validation, storage beside the loadout, an older client's message, the real
  match's briefing (m.private.ops) and lock. test/match/runner.test.js / diy-shop.test.js expect the new fields.
2026-10-08 20:52:30 +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
Sukvii 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).
2026-10-08 20:45:54 +08:00
sganggs 1a88069968 feedback7 UIBACK: a finished 联防 / boss-pair field publishes the capsule's own resolved, not the sum of the players' clamps — an enemy that enters one helper's half and leaks on the other's is billed to one player's total and to the other's leakedInTotal, so each player's min(total, killedInTotal + leakedInTotal) read 0 while the field read 1/1 and the teammates' m.public progress dropped to 0/1 once the field finished (found reviewing the capsule port of PR #308): validateClientResult keeps the result's field-level resolved (Battle.resolved, clamped to the field's total; junk counts as not reported), _fieldProgress publishes it for client-run and server-run fields alike, the players' own numbers are only the fallback of a result with none, and none at all stays null; SIM.md §1.3 and network.md (顶栏胶囊, result validation) say so; test/match/hud-capsule-resolved.test.js +5 (a 3-human match whose 联防 field runs the real sim with unarmed helpers: capsule 4/4 and m.public 4/4 not 0/4; the boss pair's crossing route; a server-run 联防 field and its timeline; validateClientResult's field-level rule; _fieldProgress's precedence) — all failing before; golden: unchanged (no sim change; compare: roster 49, bonds 46, fields 22, matches 18, standins 10, diy 138 match) 2026-10-08 20:40:42 +08:00
sganggs 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.
2026-10-08 20:29:45 +08:00