Commit Graph
86 Commits
Author SHA1 Message Date
sganggs 130266553d feedback2 WK: a ranged enemy's attack stand holds only its walking — route WAIT legs keep running and DISAPPEAR / APPEAR legs still happen, hiding ends the stand; the [ASSUMED] form-clip note names 扎罗 and 特战术师; 暴鸰's hover comment (review of GitHub #58) 2026-10-04 03:23:23 +08:00
sganggs 42d9c3744b feedback2 WK: an operator forced off the field (史尔特尔's 余烬, 耀骑士临光 S2, 骑士戒律 + 竞技旗, 伊内丝 S3, a 商人 that cannot pay) lies down on its tile and redeploys there like a knocked-out one, still no kill (PRTS 卫戍协议/帮助; GitHub #60) 2026-10-04 02:55:48 +08:00
sganggs 0623336f30 feedback2 WK: an unblocked ranged enemy stands for each attack's clip (its wind-up and the rest of the clip), then walks on; build-data copies each enemy's attack clip into enemies.json attackAnim (GitHub #58) 2026-10-04 02:49:25 +08:00
sganggs 50c9b5b1b6 feedback2: merge WH — 荒芜拉普兰德 S3's drones attack (GitHub #32 item 7); 余 S2 pulls leaders, no pull effect when nobody moves, and casts with an enemy on its x-1 (owner's deliberate deviation; GitHub #32 item 1)
# Conflicts:
#	data/chess.json
#	docs/PLAYING.md
2026-10-04 02:21:47 +08:00
sganggs a168c99e6a feedback2: merge WJ — enemy splash, blasts, area skills, zones and auras skip a 隐匿 operator that does not block them; 迷彩 is still hit by splash (GitHub #32 item 6)
# Conflicts:
#	docs/DESIGN.md
#	docs/SIM.md
#	server/sim/content/enemies.js
2026-10-04 02:21:15 +08:00
sganggs 79bbd51525 feedback2: WG review — a chain healer's bounces skip 禁疗 / noHeal units (史尔特尔 in 余烬); PLAYING and DESIGN say 隐匿 returns 3 s after a block; 山海众头目's mark comment 2026-10-04 02:19:40 +08:00
sganggs e0b51e0310 feedback2: merge WG — 史尔特尔's 余烬 brings 禁疗 (GitHub #52); enemies re-enter 隐匿 3 s after a block ends, a blocked 深池逐火's ember stays visible ~2 s (GitHub #43)
# Conflicts:
#	public/js/render/style.js
#	public/js/render/textures.js
2026-10-04 02:18:01 +08:00
sganggs 5f83d30cd1 feedback2: merge GitHub master (PR #48: 要塞 cannot hit air units — issue #35; 莫斯提马's slow shows its status icon — issue #16)
# Conflicts:
#	data/chess.json
2026-10-04 02:17:02 +08:00
Y-PaP-Y 052e906753 要塞分支不再攻击空中单位;莫斯提马的减速显示状态图标 (#48)
要塞分支(灰毫 chess_char_2_18、号角 chess_char_5_08,普通与精锐)按官方不能攻击空中单位:build-data 不再把 fortress 归为可对空,重新生成 data/chess.json(只改这 4 条记录的 canHitFly),DESIGN §21.29 的技能释放调整保持不变。莫斯提马天赋的减速补上可见的减速状态图标(减速本身 0.1.1 已生效)。fix #35
2026-10-04 02:16:20 +08:00
sganggs 7362ab5439 feedback2 WH: 余 S2 厚礼上宾 casts with an enemy on its x-1 instead of when hit (the owner's deliberate deviation from the 重装 TAKE_DAMAGE row: TRIGGER_DEVIATIONS SKILL_RANGE, data regenerated, only the two 余 records change) 2026-10-04 00:39:54 +08:00
sganggs dcdb2754cf feedback2 WJ: tests — 蚀裂's 毒雾 and the 深池伙友卫队 / 扎罗 auras vs 隐匿 and 起飞, 死亡之眼's locked target, the blade / hammer hover attack, the 自行炮 and 深溟巢涌者 vs 迷彩, 祈祷邀约 vs 隐匿 2026-10-04 00:38:20 +08:00
sganggs cfe85c6fee feedback2 WI: a running 坚固维式重锤 不死 window stops a dollkeeper's switch to its 替身 (fatal priority −99, the lock stays at −100); the switch flag is trait.dollSwitching; the 替身's own max HP is stated as sourced (review of #44) 2026-10-04 00:26:13 +08:00
sganggs 15c1ca9c0d feedback2 WH: 荒芜拉普兰德 S3 review fixes - a wolf knocked out mid-tick deals nothing more in that tick, the drones' reappearance square turns with her direction, and the drone rules no source states are tagged [ASSUMED] (a huge enemy's distance stays its hit rectangle, like the sim's other nearest-enemy picks) 2026-10-04 00:18:36 +08:00
sganggs e66a1a8ddb feedback2 WG: tests for 余烬's 禁疗 and the 3 s 隐匿 window (embers included); flag list, DESIGN §5 / §21.4 and SIM.md follow 2026-10-03 23:43:28 +08:00
sganggs b32c510069 feedback2 WG: an enemy's 隐匿 returns 3 s after a block ends (0 s / 1 s where its PRTS page says so); a 深池逐火 knocked out while blocked leaves a revealed ember; 山海众头目's strong hit comes with its 隐匿 (#43 follow-up) 2026-10-03 23:43:28 +08:00
sganggs ef636f941c feedback2 WH: 荒芜拉普兰德 S3's drones attack the enemy they reach like normal drones (PRTS flight: spread 1.3 s, chase 2.0 to 4.0, own funnel ramp, neither attack nor skill damage); 余 S2 teleports leaders that are not 自缚 and shows its pull effect only when it pulls (GitHub #32 items 7 and 1) 2026-10-03 23:31:44 +08:00
sganggs 6d674eed32 feedback2 WJ: tests for enemy area effects vs 隐匿 / 迷彩 (碎骨 grenades, 伪装服, “庞贝”'s blast on its blocker, 卢西恩's 【aoe】, the 无视无法选择 exceptions) 2026-10-03 23:31:25 +08:00
sganggs 64f715fb20 feedback2 WI: 归溟幽灵鲨's 替身 makes no normal attack and casts no skill, her S2 end switches her to it directly; dollkeepers switch with a 1 s animation, hold 阻回 and keep their own max HP (issue #44) 2026-10-03 23:27:49 +08:00
sganggs 753d2f8796 feedback1 final: the boss-field speed test tolerates CI runners (1.0 ms with CI set, best of three runs; 0.5 ms locally)
test/sim/robustness.test.js "performance: heavy 2-player boss field" failed on GitHub's windows runners (0.51-0.58 ms
per tick against the 0.5 ms bar) on PR #10, PR #12, PR #14 and master's own push. The bar stays 0.5 ms on a development
machine and is 1.0 ms when process.env.CI is set (GitHub sets it); the measured time is the best of three runs of the
same battle after two warm-up battles, each run still checking the peak, the 18 operators and zero errors. Documented
in the test header, DESIGN §11 and the CHANGELOG's 工具 section.
2026-10-03 19:18:37 +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 791640e717 feedback1 integrate: 卢西恩 and 锏 cast their area skills only with someone they can hurt (QA)
卢西恩's 【aoe】 and 锏's CircleAttack counted every ally in their radius, so an airborne 蒂比 alone in range set them off
and the blast skipped her. They count only allies a ground enemy does not evade (evadesGround).
2026-10-03 17:47:19 +08:00
sganggs 43ef50ece7 feedback1 integrate: rule 3 counts the home of a summon that is gone; timed redeploys check the DP first (QA)
A summon leaves its home free only once it has expired or been killed, and _layBody skipped removed pieces, so a body
on the home of 浊心斯卡蒂's expired 海嗣 stayed there and kept the 海嗣 from coming back. Every board piece's home counts
now. _checkRedeploys tests the DP before the tile scans, so an operator waiting for DP no longer scans every ally.
2026-10-03 17:47:19 +08:00
sganggs d6b1d1bd26 feedback1 integrate: 坚固维式重锤's lock belongs to the deployment - a lent hammer and in-place revives follow it (QA)
The lock and its re-arm hook lived in the carrier's hammer grants, so a hammer lent by 萨尔贡 × 娜仁图亚 came back spent
in the borrower's next deployment once the lend had run out while it was down, and a window started through the lend
ended with it. deploymentOf marks the deployment whose lock is spent; one battle-level hook holds every running window
(holdsUndying, also what 信仰搅拌机 S2 steps aside for), so a window outlasts the lend. M3茧甲 and 埃芒加德 revive in place
for PRTS's 0-time / 0-cost redeploy and now open a new deployment (revivedInPlace), like 阿戈尔 5's real redeploy.
2026-10-03 17:47:07 +08:00
sganggs f213347ff2 feedback1 integrate: WV a knocked-out operator keeps its tile and redeploys there; 突袭 never lands on it 2026-10-03 13:36:40 +08:00
sganggs 987126cc1a feedback1 integrate: WT 蒂比's 起飞 is 对地规避 - ground enemies no longer select or hit her while airborne
Conflicts resolved keeping both sides:
- buffs.js FLAG_KEYS: liftoff beside the integration's selfBound.
- Battle.js: targeting import union (extendedGrid + evadesGround); _blockerFor keeps the
  fenced-tile gate (WU) and adds liftoff; applyStatus keeps the 无敌 + 无法选中 refusal and
  adds the 对地规避 refusal.
- enemies.js: header DOT entry from WT with the integration's INVISIBLE entry; import union;
  enemy_1273_stmgun_2 keeps the integration's rewrite (it filters through canTargetAlly,
  which now includes liftoff).
- tier2.js 蒂比 comment: the integration's 受到伤害前触发 text plus the 起飞 line.
- tier5.js 隐德来希 血镰: liftoff flag with the integration's foesInRadius.
- SIM.md: blocking keeps the fenced-tile passage and adds air-only blocking while airborne;
  the 污染秽蚀 / 燃烧区域 sentence goes before the chimera aura; statuses keep both refusals.
2026-10-03 13:36:17 +08:00
sganggs 4ad8b9aaec feedback1 integrate: WU units on fenced tiles block no ground enemy (F4 深巡 on a 围墙 tile not reproduced) 2026-10-03 13:32:39 +08:00
sganggs 642b24e352 feedback1 integrate: the browser boss-field check plays seed 22 (seed 14's boards carry no 麻痹 since the 22-match R11 drafts) 2026-10-03 12:06:17 +08:00
sganggs 94a99a3b1a feedback1 integrate: no status on a 无敌 + 无法选中 unit; 余 S2 skips 自缚 units; 信仰搅拌机 S2 blocks with too few bullets
- Battle.applyStatus: a unit both invulnerable and untargetable takes no status from the
  other side (PRTS 无敌 "无法被不同阵营选中"), so the status carried by the hit that knocks an
  enemy out (妮芙 S2's fear, a 叙拉古 proc) no longer lands after its 重生 cleanse.
- Flag selfBound (自缚: 守墓石像's 转换模式, the 自缚 leaders, the 胄 parts' anchor): 余 S2
  never teleports such a unit (PRTS 余 S2 备注 "持有自缚的单位不视为可达目标").
- 信仰搅拌机 S2: with fewer than ammo_cost bullets the lethal hit is still blocked, every
  bullet goes and the skill ends; it steps aside while 坚固维式重锤's 不死 window holds her
  (PRTS 备注), replacing the [ASSUMED] no-guard rule.
2026-10-03 11:52:52 +08:00
sganggs 9cf3a5e2f5 feedback1f WT: liftoff test — the 暴击 splash is checked at her hit, where 片场工作指南 may dodge it 2026-10-03 09:12:32 +08:00
sganggs a973bbe35f feedback1f WT: 起飞 review 2 — 暴虐兵长's 暴击 splash and the ticks of debuffs already on her reach an airborne 蒂比
PRTS 萨卡兹悖谬暴虐兵长 技能0 暴击 "对目标和周围4格的我方单位造成攻击力150%的物理普通伤害(无视无法选择,无视迷彩)":
the splash passes ignoreSelect. The ticks of a debuff a ground enemy put on her before she took off
(出血, 沙狱, the burning DoT, 淤困, 【自然涌动】) select nobody (PRTS 异常效果: 无法选择 effects only act on
selection), so they pass ignoreSelect too; a shot already in flight is still refused [ASSUMED].
Comments in tier2.js and SIM.md no longer say that nothing of a ground enemy damages her.
2026-10-03 09:07:51 +08:00
sganggs 680c44d666 feedback1 integrate: bossfield test header reflowed 2026-10-03 08:43:59 +08:00
sganggs d6af7272af feedback1 integrate: the browser boss-field check plays seed 14 (seed 12's 0.1.1 boards no longer carry a 麻痹 and a part transfer on every field) 2026-10-03 08:43:46 +08:00
sganggs 2ec51158d0 feedback1f WT: liftoff test — the shell and dive blasts are checked over the whole airborne window
The merged rules let 蒂比's 片场工作指南 dodge one physical DoT tick after a quiet spell, so the
test now runs until she lands and needs one tick plus the stun inside the window.
2026-10-03 08:22:09 +08:00
sganggs 6286448697 feedback1f WT: 起飞 review — only selections skip an airborne 蒂比
- A ground enemy's damage zone no longer ignores 对地规避: 集团军重型火炮's 燃烧区域
  ("碰撞不受迷彩制约,不可对空", 迷彩 only) skips her; only 【污染秽蚀】 ("无视无法选择") reaches her.
- Not selections, so they still reach her (ignoreSelect): 假想敌:铳's 【盲信之誓】 chains
  ("无视无法选择"), the 碎铳之簧 法术护盾 counter on its attacker (a direct pick, 无来源), and the
  刺胄之弹 / 斩胄之剑 / 破胄之锤 blasts (flying units, 无来源 DoT, credited to the ground 胄).
- One-shot areas of ground enemies skip her: 烹泉's death blast and steam slow, 鼠王's 沙狱
  (ATK cut + DoT), and “帝国的甲胄”'s entrance barrage (which now hits the next unit instead of
  wasting every shot on her).
- Tests: 5 new cases in test/sim/feedback1f-liftoff.test.js, all failing before this change.
- Docs: enemies.js / bosses.js headers, the evadesGround and DamageInfo docstrings, and SIM.md.
2026-10-03 08:15:52 +08:00
sganggs 75e2f02590 feedback1 integrate: follow-ups from the workstream notes (official rules)
- an operator's radius area damage skips unblocked 隐匿 and untargetable enemies (Battle.foesInRadius;
  PRTS 作战机制 AOE伤害判定), the 逐火 embers included
- PRTS 溅射半径一览: 投掷手 0.9, 链术师 1.7, 格雷伊 1.0; 迷迭香 S2 radius 1.5
- 阿罗玛's first-attack mark is shared between 阿罗玛 and leaves with its setter (PRTS 备注)
- 奥术法阵 on the field: 炎佑's damage silences its target (PRTS 盟约记录 备注)
- skills restart from their initial cooldown when a 重生 ends (PRTS 特殊机制)
- 高准度伦蒂尼姆城防自行炮: lock in range, 3x3 area, every 0.5 s up to 10 shots, 失衡/控制免疫 meanwhile
- 琳琅诗怀雅 S3 coins go to range 2-4 in front and the units she blocks
- 阿戈尔 devour is a 物理流失 reduced by the target's DEF
2026-10-03 07:57:28 +08:00
sganggs 81acdc67ef feedback1f WU: fence-block docs - correct provenance, mark air blocking [ASSUMED]
SIM.md Blocking: the 薄绿 S2 drag case was found while checking community report F4 (深巡 on a fenced
tile), not reported by players; the passage now says so, keeps the surrounding base lines untouched and
wraps to the file's width. The air-blocking reading (blockFly units on a fenced tile still block flyers)
is marked [ASSUMED: PRTS restricts the rule to 地面阻挡] in SIM.md, Battle._blockerFor and the test file;
the _blockerFor doc also states that the gate reads ground passability (on the stages the fenced tiles
are the only low tiles ground units cannot pass). No behaviour change.
2026-10-03 07:56:15 +08:00
sganggs 2dcead0c9b feedback1f WV: down state agrees with the redeploy check; comments and research 01 follow the body-tile rule 2026-10-03 07:45:58 +08:00
sganggs e01d24e0c5 feedback1f WU: units on fenced tiles block no ground enemy (F4: 深巡 on a 围墙 tile attacks as usual)
F4 "干员深巡放在围栏围着的地块里不会主动攻击" is not reproduced: 深巡 (哨戒铁卫, range 2-2) attacks every
enemy on her range tiles from the fenced 围墙 tiles of every active stage, the Final Assault halves and
联防, through a real Match and in the browser's own battle. Locked by test/sim/feedback1f-fence.test.js.

Nearby rule fixed: PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人".
A unit on a tile ground units cannot pass now blocks no ground enemy (Battle._blockerFor); before, an
enemy pushed or dragged to the fence edge (0.5 from the unit) was blocked there - 薄绿 S2 on a fenced
tile held the dragged enemies. Air blocking (blockFly against flyers) stays. Docs: SIM.md Blocking,
PLAYING.md tip on the fenced tiles.
2026-10-03 07:24:43 +08:00
sganggs 54e131645a feedback1f WV: engine and docs tests follow the knocked-out tile rule
- engine-requests: a unit knocked out on its landing tile comes back there; a
  retreated one still comes back home.
- robustness: the busy-tile spawnToken check uses the tile the guard stands on
  after its redeploy (where it was knocked out).
- docs-consistency: SIM.md's b.snap `down` entry carries row, col; the DESIGN
  check accepts the shape before and after the integrator's §8.2 update.
2026-10-03 07:21:11 +08:00
sganggs 80f5bf1930 feedback1f WT: 蒂比's 起飞 is 对地规避 — ground enemies no longer target or hit her while airborne
Official: ba.liftoff 起飞 "不阻挡地面敌人且不会被地面敌人攻击,可以阻挡飞行敌人"; PRTS 术语释义 起飞 "包含对地规避(无法被不同
阵营行动方式为地面的单位选中)… 起飞后单位的行动方式依旧是地面"; PRTS 异常效果 MOTION_TARGET_FREE; PRTS 行动方式 "起飞的干员仍然
是地面单位".

Cause: 起飞 was `unit.ground = false` (an operator on a high tile). Melee enemies were released, but every ranged
ground enemy kept shooting her and the AoE / skills of ground enemies hit her (控潮术师 6 hits in one S2 window).

Now 起飞 is the skill buff flag `liftoff`:
- targeting.js evadesGround: no ground enemy (not Unit.isFlying) selects her (canTargetAlly; the content picks that
  bypass it: 周围四格 additions, chain / bounce jumps, the 自行炮 shells); flyers, 近地悬浮 and 浮空 enemies still do.
- damage.js / Battle.applyStatus: a ground enemy's damage, element fill and statuses never land on her (area damage,
  shots under way); sourceless damage and `ignoreSelect` zones (【污染秽蚀】 "可对空,无视无法选择") still do.
- Battle._blockerFor: she blocks no ground enemy; flyers at the air radius as before.
- She stays a ground unit on her low tile: 污染秽蚀 at the low rate, 隐德来希 S2 can put a 血镰 on her (可对空).
2026-10-03 07:17:49 +08:00
sganggs 5a3d562b75 feedback1f WV: a knocked-out operator keeps its tile; 突袭 never lands on it
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".

Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.

Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
  并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
  自身的初始位置"

Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
  own home when it fell on another board piece's home and its home is free
  (one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
  it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
  阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
  and relocate refuse the tile for every ally of the field; isReservedTile
  reports it, so every automatic picker skips it (突袭 raidTile, tactical
  points, summon / device pickers, 维娜's lions). The kit helpers that kept
  their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
  through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
  state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.

Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
2026-10-03 07:16:24 +08:00
sganggs a84cd3af96 feedback1 integrate: WQ healers keep healing while they block (tests and docs) 2026-10-03 07:04:07 +08:00
sganggs fcbccd4a32 feedback1 integrate: WR 阵法术师 / 轰击术师 attacks hit every enemy in range
# Conflicts:
#	docs/SIM.md
2026-10-03 07:04:07 +08:00
sganggs 313db2f55f feedback1 integrate: WP live skill range on the card; 烛煌 S3 target + 1.7 splash; 信仰搅拌机 S3 ignores 攻击距离 2026-10-03 07:00:41 +08:00
sganggs 7b0feae9e9 feedback1 integrate: test that 维娜·维多利亚's S3 lions never land in 战场#08's 深水区 (WH x WC) 2026-10-03 06:54:34 +08:00
sganggs 1041b6ed7e feedback1 integrate: WG 奥术 shown 本局禁用 where the mode disables it; returned equipment auto-merges
# Conflicts:
#	public/js/ui/shopBar.js
2026-10-03 06:53:18 +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 f0f6016479 feedback1 integrate: 隐德来希's candles standing at the time limit are no leaks (an honest client result was rejected)
A co-op 联防 battle that timed out during 隐德来希 S3 listed the 心烛 (in no spawn
schedule) as a leak, so the server rejected the client's result ('leak key').
Pre-existing on master; the merged bots reached it on fullmatch seed 116.
2026-10-03 06:43:26 +08:00
sganggs da0aa28d5f feedback1 integrate: WM 野鬃 S2 pushes along her facing; 琳琅诗怀雅 S3 coins radial
# Conflicts:
#	docs/SIM.md
2026-10-03 06:37:02 +08:00