Commit Graph
38 Commits
Author SHA1 Message Date
sganggs 4298815bf2 feedback2: merge WB — 突袭 lands only where it can attack a ground enemy, on both triggers (GitHub #51) 2026-10-03 23:41:35 +08:00
sganggs 2d96fe7c61 feedback2 WB: DESIGN §22.2 and research 02 §3.18 describe the 突袭 landing rule (data/bonds.json rebuilt)
§22.2: seen / official / cause / now / cost / players notice / [ASSUMED] / tests for GitHub issue #51. Research 02
§3.18's [ASSUMED] landing line (md and json) now states the rule; `node tools/build-data.mjs --offline` changed only
data/bonds.json raidShip.spec.assumed[0].
2026-10-03 23:04:12 +08:00
sganggs 9d15538865 feedback2 WF: 钩索师 and 推击手 (歌蕾蒂娅, 崖心, 见行者) may stand on a 高台 — chess.json placement 'all' from the branch trait 可以放置于远程位; server, client highlights; bots keep them on the ground as blockers 2026-10-03 23:03:26 +08:00
sganggs 2dba6da598 feedback1 final: six 重装 skills cast with an enemy in range, a deliberate deviation from the official TAKE_DAMAGE row (GitHub issue #4, PR #12)
The owner's decision (2026-10-03, after community feedback): 深巡 S2 行动能力剥夺, 雷蛇 S2 反击电弧, 号角 S2 暴风号令
and S3 终极防线, 灰毫 S1 攻击力强化·γ型 and S2 专注轰击 take the basic strategy (DEFAULT) instead of the 下半 TANK class
row's TAKE_DAMAGE. Every other MANUAL 重装 skill, 深巡 S1 included, still waits for a hit.

- tools/build-data.mjs TRIGGER_DEVIATIONS: a small table keyed by the normal chess id and the skill id (the elite
  follows through baseId), never by the skill id alone - 灰毫 S1 is the generic skcom_atk_up[3]. resolveTrigger applies
  it last; rawRule keeps the official TAKE_DAMAGE; validateAll fails the build when an entry no longer meets a
  TAKE_DAMAGE row. data/chess.json rebuilt with --offline: exactly the 12 records' rule changes.
- PR #12's kit lines (trigger 'DEFAULT' on 深巡 / 雷蛇 S2) stay and agree with the data; their comments and tests now
  give this reason instead of the community summary.
- Tests: test/sim/feedback1-tank-triggers.test.js (the data, kit = data, a real battle on 战场#01(下半) in which each of
  the six casts with an enemy in range before any hit and each of the other 46 MANUAL 重装 records casts on the first
  hit); data.test.js trigger expectations; the 灰毫 / 号角 kit tests follow; docs-consistency.
- Docs: DESIGN §21.29 (new), §5.6, §19.2, §20.2, §21.20 (settled row), §21.23; DATA, SIM, PLAYING, CHANGELOG 0.1.1;
  research 03 §1.4 drops the arknights.wiki.gg "offensive / defensive" summary and records the activity_table history
  (上半 had no TANK row, 下半 added it) and this deviation; research 00-INDEX.
2026-10-03 19:13:35 +08:00
sganggs 77eaeaa15f feedback1 final: merge the 突变细胞 bench rule (carrier destroyed, tile freed, the new operator gained into the 整备区; pointed out in PR #2)
Conflicts resolved keeping both sides:
- effectsMeta.js header: the QA residual's "every [holder, item] pair, taken before the first item runs" and "an item
  moved during it runs at most once", with the cell branch's wording of what 突变细胞 does mid-walk.
- DESIGN §6.6: the band pick that skips a strategy tied to a switched-off bond and the deployment of the operator a
  transformation gains / the bench shed that spares it.
- DESIGN §21.25: PR #2's bench rule credited (the cell branch) plus the QA residual's snapshot-timing sentence.
- PLAYING: the new 突变细胞 sentence with the residual's hammer sentence (revives, borrowed hammers, the lend window).
- docs-consistency: both new tests (batch 6 QA residuals; 突变细胞 after the WA merge).
2026-10-03 18:48:30 +08:00
sganggs 1f29b8a3d0 feedback1 gaps: bands.json bondIds is built once and read by the bot
The band -> bond derivation moves out of GameData into shared/bandBonds.js,
which tools/build-data.mjs runs per band to write bands.json bondIds
(regenerated with --offline; 9 bands are tied, the build checks the ids).
GameData.bandBondIds reads the field, so the server and the client share
one source. DATA.md documents the field; the test checks the helper on
synthetic bands and that the data matches it.
2026-10-03 15:56:33 +08:00
sganggs 91c9b21d7f feedback1 cell: a 突变细胞 transformation gains the new operator into the 整备区 and frees the carrier's tile (pointed out in PR #2)
Official gameplay footage (bilibili BV1vzyVBuEN9 at about 8:24, BV1Qkw1zMEoR at about 7:25) shows the
next prep with the carrier's tile empty, one more deployment left, and the returned equipment plus the
new tier+1 operator on the bench, deployed by hand afterwards. That is the PRTS 备注 read as written
("生效时,原干员销毁,获得一名高一阶的随机初始干员"): a destroy followed by a gain. The closed PR #2 made
the same claim from a playtest.

- PlayerState.transformChess: the carrier is destroyed wherever it stands (board tile freed, summons
  removed, copies back to the pool); its equipment, the cell included, returns to the hand first
  (overflow temp, auto-merge); then the new operator is gained through acquireChess like any gained
  operator (hand, overflow temp, the no-room rule of every gain; no summon card until it is deployed).
  The returnItems option is gone (the cell's built-in was its only caller).
- A merge the gain completes merges like any gained copy: the elite takes a consumed deployed copy's
  tile, else the hand. _mergeChess loses fromKey / fromDir, so the destroyed carrier's tile never
  counts (PR #2 had kept that path; not adopted); audit.js drops its exception for it.
- builtinMeta, ctx.transform, items/meta.js and bot.js comments follow. Bots and AI 托管 deploy the
  gained operator in their normal lineup step (no bot change needed; a real co-op round pins it).
- ITEM_RULES note and implFormula for the item card; data/items.json rebuilt with build-data --offline.
- Tests: facing, merge, playtest6-elite-to-board and items no longer pin the kept tile; feedback1-meta
  covers a deployed and a bench carrier, hand full -> temp, hand and temp full, a merge with and
  without a deployed copy (never the carrier's tile), 商业包装方案's count on the returned item, and bots /
  AI 托管 redeploying; feedback1-cell checks the new note.
2026-10-03 15:18:42 +08:00
sganggs f142012033 feedback1 integrate: WB follow-up - bounty lists, 机密商店 and 战术决策 from 66 official screenshots (22 matches)
Merges the 7 WB commits after the first WB merge (d1f8a49..2cb84bd): R3 one of 10 fixed
sets (9 seen), R9 one of 6 boss groups picked by the matches they came in, R11 one of the
7 seen lists of 7; R11 families 14 / 4 / 4; the 机密商店 and the 战术决策 can offer the
same card twice (R11 shop: two VI, at least one V and one 盟约之币). data/choices.json
rebuilt with tools/build-data.mjs --offline (identical to the branch's). The tactic bot
test uses a real seat (the merged bot scores tactic cards on the player's bonds).
DESIGN §21.2 / §7 / §21.20 and CHANGELOG describe the 22-match model.
2026-10-03 11:27:46 +08:00
sganggs 2cb84bd084 feedback1 WB: 战术决策 review: independent R11 draws marked assumed (the slot pattern of the 4 drafts left open); twin battle passives stacking marked assumed in META 2026-10-03 09:36:22 +08:00
sganggs 67e862d2b3 feedback1 WB: 战术决策 drawn with replacement like the 4 official drafts; R11 ally cards weighted by the screenshots
The user: "战术决策也按官方改成可以重复吧". The 4 official 战术决策 (R11 of
matches 7, 9, 18 and 20) show six cards each; match 7 offers 补给 twice.

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

机密商店 (the user: "机密商店按官方改成可以重复吧"): choices.json shopDraft,
six slots drawn with replacement - VI, VI, V, 盟约之币 and twice
V / IV / III / 盟约之币, items weighted by the official cards they showed on.
A repeated item now comes in about 61 % of shops (official 3 of 4). Two
identical cards stay two cards (picks by index): E2E, overlay and a
headless-Chrome test (game-mock ?variant=shop, the official match 8 shop).
2026-10-03 07:42:20 +08:00
sganggs e228801bee feedback1 integrate: WL 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
# Conflicts:
#	data/items.json
2026-10-03 06:52:36 +08:00
sganggs 075ba6428b feedback1 integrate: WO official diagonal routes (the floor preference no longer straightens diagonals)
# Conflicts:
#	data/stages.json
#	docs/DATA.md
#	server/sim/grid.js
#	test/sim/pathing-blockable.test.js
2026-10-03 06:49:11 +08:00
sganggs 4b15919185 feedback1 integrate: WN 灼热/炽焰源石虫 models (local overlay, tinted alias); 暴鸰 bomb drop
# Conflicts:
#	docs/SIM.md
#	public/js/render/app.js
#	public/js/render/spine.js
#	public/js/render/units.js
#	server/sim/content/enemies.js
#	server/sim/snapshot.js
2026-10-03 06:45:59 +08:00
sganggs f55de593a3 feedback1 integrate: WI flying enemies are static bodies (never displaced); 胄 parts, 守墓石像 and 喷气人 flight
# Conflicts:
#	data/enemies.json
#	server/sim/content/enemies.js
2026-10-03 06:36:35 +08:00
sganggs b1644f5ad7 feedback1 integrate: WC 深水区 refuses deployment; tactical points only inside the summoner's attack range
# Conflicts:
#	server/match/bot.js
2026-10-03 06:35:09 +08:00
sganggs 8ffd075c9e feedback1 integrate: WE 鸭爵 strategy (圆仔 unblockable, hurt speed +300 %, swaps in the Final Assault and Hidden Core) 2026-10-03 06:32:49 +08:00
sganggs a5e78ee73b feedback1 integrate: WA per-copy 拉普兰德 refresh counter; 突变细胞 reusable 2026-10-03 06:32:26 +08:00
sganggs 04634f5bf7 feedback1d WN: the local-client slug models are an optional overlay; the manifest never depends on the extraction
data/assets.json pointed 灼热源石虫 / 炽焰源石虫 at /assets/local/ files that only exist
where tools/local-extract ran, with no fallback: without the extraction the
asset tests failed, setup re-ran fetch-assets (rewriting the tracked manifest)
and the slugs drew as icon diamonds.

- The web model stays the 源石虫 alias (spine + spineAliasOf). The official
  model is enemies[id].spineLocal: file names in the data/local-assets.json
  group spine/enemy/<id> plus the parsed metadata, from the committed
  tools/assets/local-enemy-spines.json (fetch-assets --local-spines refreshes
  it from the extracted files, read only). The manifest is byte-identical with
  or without the extraction and has no /assets/local/ URL.
- Client: assets.js spineEntry uses spineLocal only when the local manifest
  lists every file (createFieldView awaits assets.local() with the manifest);
  UnitView loads the web model when the local one fails.
- extract.py writes the atlas with size: / pma: true itself (the same text as
  atlas.mjs normalizeAtlas), so the extraction is usable without a fetch pass.
- setup notes when an older extraction lacks the enemy models.
2026-10-03 05:18:31 +08:00
sganggs 88d578b3fe feedback1d WL: review follow-ups (源石溶剂 on 炎佑, enemy BUFF damage, self-damage stats, chimera aura)
- 源石溶剂: PRTS 备注 "携带后,全场范围内的所有敌人类我方单位也会获得此装备的“每秒受到60真实伤害”效果
  (该效果的付与为我方阵营索敌,可对空,无视目标可选性)". Every enemy-record ally of the field (炎佑,
  a partner's too) takes the 无来源 60 true-damage tick while a carrier is on the field, credited to
  nobody, once per second however many carriers (PRTS 作战机制 "同名buff的默认叠加策略buff只能表现出一个").
- 码头水手 drowning ("每秒受到1000点无来源真实伤害") and 弧光锋卫's 失衡 bleed (修正 "失衡移动时持续受到真实
  伤害") are damage, not 流失 (PRTS 伤害分类 lists both as BUFF damage).
- 孽罪奇美拉 污染模式 follows PRTS: radius 1.2, a tick every 0.5 s, one tick per unit per period
  however many chimeras reach it ("同类效果取最高").
- Damage-dealt stats (unit dmg, the player's damageDealt) no longer count damage to the source's own
  side (a carrier's own drain, an operator's own 流失); taken and the kill credit are unchanged.
- 机变 自愈 uses damage.js isHpLoss.
- SIM.md: the loseHp rule lists the remaining 流失 sources; the chimera aura; the stats rule.
  data/items.json regenerated (源石溶剂 implFormula text only).
2026-10-03 05:09:42 +08:00
sganggs 7c13e38422 feedback1 WB: R11 bounty drafts as groups + tier-I fill (matches 1 and 6 share a group); solo R11 weights marked assumed
The official R11 bounty drafts are not a free draw under the old rule: matches 1
and 6 show the same 特异III giant and the same four tier-II cards and differ only
in their one tier-I card; 15_7 + 13_8 come together in 3 of the 5 drafts; 10_8,
11_8 and 12_8 never show. A uniform draw under the old rule repeats 5 of 6 cards
in some pair of 5 drafts in about 2.5 % of samples.

- tools/build-data.mjs: BOUNTY_HUNTER_TEMPLATES (the 4 seen R11 groups: giant +
  tier-II cards, fill = the 5 tier-I cards seen) and BOUNTY_HUNTER (the shape an
  unseen slot draws: one giant + 1-4 tier-II cards + tier-I fill, one card per
  faction series 10-15). choices.json bountyDrafts.hunter gains slots (15),
  templates and rule. The R9 note now names the per-match explanation (leader,
  map) beside two versions. Solo 绝境 / 终极 R11 family weights are marked as
  extrapolated from co-op.
- server/match/choices.js: the hunter draft picks one of the 15 event slots: a
  seen group, or a rule group of that shape, then tier-I fill.
- test/match/feedback1-bounty.test.js: each official R11 bounty draft fits
  exactly one seen group and the rule shape; matches 1 / 6 share 5 cards;
  generated drafts: a seen group in about 4 of 15, every seen group and every
  R11 card offered.
- docs/DATA.md, docs/META.md: the R11 structure, the solo weights and the R9
  open question.
2026-10-03 05:08:25 +08:00
sganggs 7a3918eab9 feedback1d WO: the preference route is 0.1.0's again; equal floor keeps the official route
Review follow-up to the D5 fix. Two changes in grid.js _buildField:

- The road-over-floor preference smoothing is 0.1.0's again: its line of sight
  may cover non-blockable tiles (Bresenham footprint, diagonal-step corners
  included) only on the tile's own raw chain, and the jump stops at the first
  ancestor it cannot see so. Exact crossings (a corner touch is not a crossing)
  are used only to choose between the official and the preference pointer.
  The previous version let the preference brush the corner of off-chain floor,
  so on 战场#02's Final Assault the right-half exit route (2,10) -> (3,11)
  slipped past an operator on (2,11) while the left half was still blocked on
  (2,9). Both halves now mirror each other again ((2,10) -> (2,11) -> (4,11)).
- On an equal floor count the official pointer stays; the preference pointer
  wins only when it merely skips a collinear official waypoint (same walk).
  The old "farther waypoint" tie-break could bend an official route without
  saving any floor, e.g. a crate on (10,6) of 战场#04 brought back the L via
  (9,8) for the lower gate.

Still 140 of 154 stage routes official; data/stages.json groundPaths
regenerated (战场#02 boss right exit back to 0.1.0's, device-less helper paths
of #03 / #04 / #06 follow the same rule). New tests: 战场#02 boss exits mirror
and are blocked beside the exit; a single crate on any tile of an active stage
never leaves a gate route non-official without crossing strictly less floor.
The cross-check reference port follows both rules.
2026-10-03 04:57:30 +08:00
sganggs 8ac1aaadbb feedback1 WB: bounty drafts follow the official R3 / R9 / R11 drafts (33 screenshots of 11 official matches)
R3 offers one of the official sets of six "接下来两场作战" cards (3 x I, 2 x II, 1 x III):
the 7 sets seen, the 3 unseen slots built by their rule. R9 offers a seen group of
named bosses filled to 6 with the cheap boss bounties and 源石虫·特训. R11 of 绝境 / 终极
is 悬赏决策, 机密商店 or 战术决策 (never 道具补给); its bounty is one 特异III giant and 5
"下场战斗" cards, one per faction series. Cards no official draft showed (the
multi-round cards, enemyeffect_3_*, five boss bounties) are no longer drafted.
The screenshot readings are a test fixture; tests check every reading against the
data and every generated draft against the official structure.
2026-10-03 04:43:44 +08:00
sganggs 01f5b216c6 feedback1d WL: 源石溶剂 drain is 无来源 true damage; 信仰搅拌机 S3 counters any damage
Player report D1: the 源石溶剂 HP loss should set off 信仰搅拌机 S3 and, next to
莫斯提马, stack 拉特兰 layers on its own. The drain was a Battle.loseHp 流失, which
skips 受击回复 SP and the 重装 TAKE_DAMAGE trigger, and the S3 counter needed an
enemy attack and a target.

Official: PRTS 盟约记录 源石溶剂 "受到60真实伤害" (修正 "并非流失", 备注
"造成无来源真实持续环境伤害"); PRTS 信仰搅拌机 S3 备注 "反击受到任何伤害后均可触发,
无需目标,视为普通攻击"; PRTS 作战机制: 生命流失 skips 反伤 / 受击回复.

- damage.js periodicDamage: the periodic_damage template (源石溶剂, 狂暴宿主组长)
  as 无来源 true damage (shields, damage-taken modifiers, hit effects, 受击回复 SP,
  TAKE_DAMAGE); the credit is unchanged.
- 信仰搅拌机 S3: any damage except 流失 / element 损伤 counters; with no enemy in
  range the counter still spends its bullet.
- Audit, same rule both ways (damage.js isHpLoss): 孽罪奇美拉's aura on operators
  is damage; 雷蛇 战术防御 and 蒂比 S2 / 片场工作指南 respond to any damage
  (PRTS notes); 乌尔比安, 伪装服, 远牙, 录武官's guard and 坚守 thorn chances no
  longer respond to a 流失.
- data/items.json regenerated (源石溶剂 implFormula text only).
2026-10-03 04:23:21 +08:00
sganggs d8c62a96b5 feedback1d WO: official route wherever it crosses no more floor (D5 战场#04 diagonal)
Community report: on 战场#04 活性源石 the lower-gate enemies walked two tiles left
of the red gate and then straight up instead of crossing diagonally from row 9
into row 10 as in the official game. The playtest #2 road-over-floor smoothing
counted the corner tiles of a diagonal step as crossed, so it bent the official
(9,10) -> (10,7) into (9,10) -> (9,8) -> (10,8) although that line only brushes
the corner of the floor tile (10,9).

grid.js now keeps the official flow field (research 08 §3.1) and replaces a
tile's pointer by the road-over-floor preference one only where its route
crosses strictly fewer non-blockable tiles (or as few with a farther waypoint);
a segment crosses the tiles whose interior it passes through (segmentTiles,
exact geometry). 140 of the 154 stage x gate x field routes are now official
(was 109); the 14 left avoid floor the official route walks over (战场#01's
col-8 road of playtest #2, boss exits of 战场#01 / #02, two 联防 partner gates).
data/stages.json groundPaths regenerated.
2026-10-03 04:14:43 +08:00
sganggs 46ccfd55f6 feedback1d WN: special Originium slugs drawn with their own official models (D3)
灼热源石虫 / 炽焰源石虫 (enemy_1305_mhslim / _2, the ELEMENT faction's slugs) were drawn with
the plain 源石虫 skeleton: no community dump carries their models, so the asset plan aliased
them to enemy_1007_slime. tools/local-extract/extract.py now extracts their official skeletons
from the client's enemy art bundles (ENEMY_SPINES, pages merged with their alpha textures) into
public/assets/local/spine/enemy/, and fetch-assets plans such a model before any alias
(spine.mjs findLocalEnemyModels, plan.mjs localEnemyModels). public/assets/local is never
pruned. An audit of all 249 enemies against the client's prefabs found no other enemy drawn
with another enemy's model.
2026-10-03 04:10:13 +08:00
sganggs f9f26cea52 feedback1b WI: static-body enemies are never pushed or pulled (B5: 薄绿 vs drones)
Player report after 0.1.0: "飞机可以被薄绿的技能拉走". Real. PRTS 特殊机制 静态刚体:
such a unit "可以进入失衡状态…但物理层面上无法产生任何速度或移动", independent of
its movement type. Every air unit of the mode except “炎佑” lists it in its PRTS
天赋, and so does the ground boss 盐风主教昆图斯.

- build-data: STATIC_BODIES (from the enemies' PRTS pages, like HIT_AREAS)
  writes enemies.json `staticBody: true` on those 28 keys; data regenerated
- Battle._displaceable: a static body moves 0 tiles from every push or pull;
  the skills that reach it still hit it (薄绿 S2, 锏 S3, the hookmasters)
- 刺胄之弹 / 斩胄之剑 / 破胄之锤 also get 失衡免疫 (PRTS 天赋)
- ground enemies keep the 力度 − 重量 tables; the hovering 吉兆飞鳞 / 掠海漂移体
  stay 失衡免疫 while they hover and movable once grounded
- tests: the player's scenarios (薄绿 S2 vs 妖怪 / 寒霜, the act2 m01 drone), the
  data list, and an audit of every displacement source against ground, static
  air, dynamic air, hovering and 胄-shell targets
2026-10-03 03:17:00 +08:00
sganggs c92867656d feedback1 WC: no deployment in the water, tactical points inside the tactician's range
Player reports #3 and #9 after the 0.1.0 release.

#3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the
pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType
ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝
部署"; the season-1 战场#05 puts a 特制水上平台 - "在水上建立可以部署任意单位的
平台" - on every one of its water tiles).
- grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so
  canStand (突袭 landing tile, tactical points, summon tiles) never picks the
  water; a hard-blocked 射击台 / mound tile takes no melee unit either.
- build-data: stages.json legend `buildable` is the effective type (the level's
  value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台
  makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js
  deploy maps follow (water platforms included); bots plan on the same map.
- Gate routes are unchanged; the water now counts as non-blockable ground in
  the path tie-break (audit lists updated).

#9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json
`ownerRange`) could be placed anywhere.
- PlayerState._legal / summonRange: a range-bound summon only on a tile of its
  owner's attack range (loadout grid rotated by the owner's facing); swaps with
  the owner are checked from the owner's new tile; re-orienting (or promoting)
  the owner sends a summon left outside back onto its stack with a toast.
- The client lights and accepts the same tiles (gameLogic.summonRange), the bot
  plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's
  tile only inside her range.

Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in
headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE);
existing summon / deploy / pathing tests moved off the water tiles.
2026-10-03 02:01:34 +08:00
sganggs f8e35d5055 feedback1 WA: Lappland counts her own first refresh; Mutation Cell is not consumed
Player reports after 0.1.0, #1 and #4.

#1 拉普兰德 (garrison_123, SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT) checked the
player's refresh count of the round, so a copy bought after the round's first
manual refresh never stacked that round. Players report the official
behaviour: the first refresh after acquiring her also stacks. Each copy now
counts the manual refreshes it witnessed this round (board or hand) through a
per-piece round counter (PlayerState.pieceRoundCount, ctx.incPieceCounter); an
elite merged this round keeps the highest count of its copies [ASSUMED]. The
"本回合每刷新过1次" multiplier traits keep the player's count.

#4 突变细胞 destroyed itself after one transformation. Official text never
says 销毁 (every consumable's does), PRTS notes "原干员销毁,获得一名高一阶的随机
初始干员", and players re-inject the cell every round. The built-in now replaces
the carrier with a random normal operator one tier higher (max 6) and returns
the carrier's equipment, the cell included, to the hand
(transformChess returnItems); the content override is gone. The item card
shows the rule (items.json note, build-data ITEM_RULES); bots inject their
least valuable single normal operator below tier 6 (bot.js cellTarget).
2026-10-03 01:47:52 +08:00
sganggs f1e7f7da1a feedback1 WE: 鸭爵 strategy enemies follow the official rules
- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
  ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
  the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
  下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
  ground wave enemy but the leader, its parts, bounties and uncounted units
  can be swapped (the leader rounds' escorts are elites); each player of a
  boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
  ("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
  instead of the database's roguelike 0 (Final Assault LP, detail card).
2026-10-03 01:45:54 +08:00
sganggs 5e6fe19a70 feedback1 WB: bounty drafts offer the cards of their half (late bounty enemies no longer in the R3 draft)
Player report #2: boss bounties, second-half specials and their upgraded copies
showed up in the first 悬赏决策 draft. A draft up to R7 (the official wave
generator's first half) now offers the 接下来两场作战 cards, a draft from R8 the
下场作战 and multi-round cards, with no tier window (the official late draft
screenshot shows boss bounties worth 1 to 6 together). choices.json cards.bounty
draftHalf, schedule bountyHalf; the mode's inactive enemy list no longer thins
the bounty draft (PRTS 11/18 note).
2026-10-03 01:38:33 +08:00
sganggs 620f88c0d8 Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
  机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
  (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
  boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
  promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
2026-10-02 04:19:28 +08:00
sganggs 6464e4b46a Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
  placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
  and the team LP reaching 0 first is a defeat (PRTS)
- #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
  triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
  green; dev recordings regenerated
2026-10-01 19:08:23 +08:00
sganggs 15291c2293 Playtest #5 fixes: hovering enemies, target order, blocking hand-over, 联防 knocked-out, elements, huge-boss hit area, maps, gear icon, phone HUD, 至简 price
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
  PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
  redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
  raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
  blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
  operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
  audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
  every browser suite green; dev recordings regenerated
2026-09-30 19:12:36 +08:00
sganggs d4f868cd19 Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
2026-09-30 05:35:45 +08:00
sganggs 01a44cd288 卫戍协议:盟约 web remake — initial import
Online co-op browser remake of Arknights' Stronghold Protocol: Alliance
(client-simulated combat, official waves/bonds/items/strategies, 3D board,
facing wheel, operator loadout, official emotes, deployment scripts).
2026-09-29 16:21:31 +08:00